Design principles of educational virtual worlds for preschool children : a case study of JumpStart World Kindergarten's pedagogical methods

DSpace/Manakin Repository

Show simple item record

dc.contributor.author Pejoska, Jana
dc.date.accessioned 2011-05-02T14:26:04Z
dc.date.available 2011-05-02T14:26:04Z
dc.date.issued 2010
dc.identifier.uri http://urn.fi/URN:NBN:fi:jyu-2011050210720 en
dc.identifier.uri http://hdl.handle.net/123456789/26862
dc.description.abstract This thesis studies the design principles of educational virtual worlds for pre-school children. It examines the culture and contextualization of the virtual worlds for children used for the purpose of informal education through learning games in the case study of JumpStart World Kindergarten. The theoretical background provides an overview of the historical development of educational virtual worlds based on the progression of MUDs, MOOs and MMORPG. In addition, the issues in implementation and adaptation of information and communication technologies (ICT) as part of educational methodologies are examined, thus a perspective is given of possible problems and solutions for optimization of use of virtual worlds as an alternative way for acquiring knowledge with a constructionist approach. In the second part of the study, the design principles of virtual worlds are elaborated by framing the technical aspects, content, virtual world typology and user types thus mapping educational virtual worlds between other genres of virtual worlds. The design principles, as well as the cultural and social aspect of educational virtual worlds provide a base for the analysis of the pedagogical approach of JumpStart World Kindergarten. In this section a qualitative and quantitative study of this virtual world’s game-play, characteristics and learning games was made. The results indicated the pedagogical problems in the implementation of the learning by doing theory, thus proving that this model is not well adapted to the interactive method of learning where a player learns most efficiently by meaningful interaction and personal constructivist experience.
dc.format.extent 91 s.
dc.language.iso eng
dc.rights This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited. en
dc.rights Julkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty. fi
dc.subject.other Educational virtual worlds
dc.subject.other children
dc.subject.other constructionist
dc.subject.other ICT
dc.subject.other pedagogy
dc.subject.other pre-school
dc.title Design principles of educational virtual worlds for preschool children : a case study of JumpStart World Kindergarten's pedagogical methods
dc.type Book en
dc.identifier.urn URN:NBN:fi:jyu-2011050210720
dc.subject.ysa virtuaalitodellisuus
dc.subject.ysa lapset
dc.subject.ysa verkkopelit
dc.subject.ysa kasvatus
dc.subject.ysa esikoulu
dc.type.dcmitype Text en
dc.type.ontasot Pro gradu fi
dc.type.ontasot Master’s thesis en
dc.contributor.tiedekunta Humanistinen tiedekunta fi
dc.contributor.tiedekunta Faculty of Humanities en
dc.contributor.laitos Taiteiden ja kulttuurin tutkimuksen laitos fi
dc.contributor.laitos Department of Art and Cultural Studies en
dc.contributor.yliopisto University of Jyväskylä en
dc.contributor.yliopisto Jyväskylän yliopisto fi
dc.contributor.oppiaine International Master's Degree Programme in Digital Culture en
dc.contributor.oppiaine Digital Culture (maisteriohjelma) fi
dc.subject.method Kvalitatiivinen tutkimus
dc.subject.method Kvantitatiivinen tutkimus

This item appears in the following Collection(s)

Show simple item record