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Introduction

Virtual Learning Environments 

What is a Virtual Learning Environment (VLE)?

Virtual Learning Environments (VLEs) are collections “of software tools supporting academic administration, teaching and research using the Internet, particularly the World Wide Web. As information and communication is increasingly conducted online such systems have become part of the essential educational infrastructure in many higher education establishments (Trafford & Shirota, 2011). We have progressed to a point where the idea of learning in the virtual realm has become nearly ubiquitous within our educational institutions.

The Role of VLEs

VLEs, specifically virtual worlds, provide an opportunity for users to grow in cultural capital and achieve a sense of authentic and self-directed learning while enhancing the collaborative processes by tapping into participatory culture. Moreover, learning in a virtual world has the potential to increase online academic participation by providing not only alternative spaces for educational activities that build intercultural competencies, but also, a more inclusive learning environment for all learners. (Gong, 2018).  VLEs also offer the possibility of true inclusion as the tasks can be easily scaffolded to include all learners. “ Inclusion means everyone-but actually everyone, even our students who need the most support in our classrooms, schools and communities.” (Moore, 2017)

VLE Forms

Virtual Reality

What distinguishes VR from all preceding technology is the sense of immediacy and control created by immersion: the feeling of "being there" or presence that comes from a changing visual display dependent on head and eye movements (Psotka,1995). Virtual Reality parallels our real world only in a digital format. It is completely immersive, meaning a user can literally ‘enter’ into a digitized mirroring of a real world setting

Augmented Reality

Unlike immersive Virtual Reality, AR interfaces allow users to see the real world at the same time as virtual imagery attached to real locations and objects. In an AR interface, the user views the world through a handheld or head mounted display (HMD) that is either see-through or overlays graphics on video of the surrounding environment. AR interfaces enhance the real world experience, unlike other computer interfaces that draw users away from the real world and onto the screen (Billinghurst, 2012). AR is not as immersive as VR, and enhances the users surrounding environment with digital objects or characters. 

Virtual World Forum

The Virtual World Forum (VWF) would have the closest relationship to Second Life and it’s role in immersive educational technology as it provides the highest degree of application for the user. The VWF is classified as having three major distinctions: “(1) a three-dimensional interactive space that exists regardless of an online or offline user, (2) an avatar that serves as the basic medium for users to participate within the environment, and (3) communicative methods that allow interaction between other users and materials within the environment, ultimately allowing for collaboration to occur” (McGrath & Trentadue, 2015). The VWF permits the user to access a complete alternate 3-D reality, interact with other users and the environment, and construct and share digital artifacts. Moreover, a user can design their own avatar, a digital representation, that can be employed to foster intercultural experiences among users.

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