3D Spaces in Software Engineering: From K-12 to Life Long Learning

Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either...

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Main Authors: Dreher, Heinz, Reiners, Torsten, Dreher, Naomi, Dreher, Carl
Other Authors: George Siemens
Format: Conference Paper
Published: Association for the Advancement of Computing in Education (AACE) 2009
Online Access:http://www.editlib.org/p/32075
http://hdl.handle.net/20.500.11937/41115
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author Dreher, Heinz
Reiners, Torsten
Dreher, Naomi
Dreher, Carl
author2 George Siemens
author_facet George Siemens
Dreher, Heinz
Reiners, Torsten
Dreher, Naomi
Dreher, Carl
author_sort Dreher, Heinz
building Curtin Institutional Repository
collection Online Access
description Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either in games or social online communities (Prensky 2001). Increasingly this cohort of students will expect to use virtual worlds to learn, and educators are wise to prepare. Indeed 3D Spaces will likely become one of the major platforms for distant learning as well as for virtual teams of software engineers to both work and socialize. In the context of software engineering, this paper discusses the benefits for early movers to integrate 3D Spaces in the classroom, project meetings and vocational training. The focus is set on life-long learning and the specific methodology of 3D Space integration is demonstrated over all stages - from childhood to the workplace.
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spelling curtin-20.500.11937-411152022-12-09T07:12:33Z 3D Spaces in Software Engineering: From K-12 to Life Long Learning Dreher, Heinz Reiners, Torsten Dreher, Naomi Dreher, Carl George Siemens Catherine Fulford Despite continuing debate regarding the utility of virtual worlds, their use has continued to pervade the worldwide marketplace. An important consideration is that the current K-12 student cohort comprises digital natives who are clearly the major group of users represented in virtual worlds, either in games or social online communities (Prensky 2001). Increasingly this cohort of students will expect to use virtual worlds to learn, and educators are wise to prepare. Indeed 3D Spaces will likely become one of the major platforms for distant learning as well as for virtual teams of software engineers to both work and socialize. In the context of software engineering, this paper discusses the benefits for early movers to integrate 3D Spaces in the classroom, project meetings and vocational training. The focus is set on life-long learning and the specific methodology of 3D Space integration is demonstrated over all stages - from childhood to the workplace. 2009 Conference Paper http://hdl.handle.net/20.500.11937/41115 http://www.editlib.org/p/32075 Association for the Advancement of Computing in Education (AACE) fulltext
spellingShingle Dreher, Heinz
Reiners, Torsten
Dreher, Naomi
Dreher, Carl
3D Spaces in Software Engineering: From K-12 to Life Long Learning
title 3D Spaces in Software Engineering: From K-12 to Life Long Learning
title_full 3D Spaces in Software Engineering: From K-12 to Life Long Learning
title_fullStr 3D Spaces in Software Engineering: From K-12 to Life Long Learning
title_full_unstemmed 3D Spaces in Software Engineering: From K-12 to Life Long Learning
title_short 3D Spaces in Software Engineering: From K-12 to Life Long Learning
title_sort 3d spaces in software engineering: from k-12 to life long learning
url http://www.editlib.org/p/32075
http://hdl.handle.net/20.500.11937/41115