Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Situated cognition
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Perceiving and acting in avatar-based virtual worlds=== [[Virtual world]]s provide unique affordances for embodied learning, i.e. hands on, interactive, spatially oriented, that ground learning in experience. Here "embodied" means acting in a virtual world enabled by an [[avatar (computing)|avatar]]. Contextual affordances of online games and virtual environments allow learners to engage in goal-driven activity, authentic interactions, and collaborative problem-solving β all considered in situated theories of learning to be features of optimal learning. In terms of situated assessment, virtual worlds have the advantage of facilitating dynamic feedback that directs the perceiving/acting agent, through an avatar, to continually improve performance.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)