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dc.contributor.authorPejoska, Jana
dc.date.accessioned2011-05-02T14:26:04Z
dc.date.available2011-05-02T14:26:04Z
dc.date.issued2010
dc.identifier.otheroai:jykdok.linneanet.fi:1157818
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/26862
dc.description.abstractThis 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.extent91 sivua
dc.language.isoeng
dc.rightsThis publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.en
dc.rightsJulkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.fi
dc.subject.otherEducational virtual worlds
dc.subject.otherchildren
dc.subject.otherconstructionist
dc.subject.otherICT
dc.subject.otherpedagogy
dc.subject.otherpre-school
dc.titleDesign principles of educational virtual worlds for preschool children : a case study of JumpStart World Kindergarten's pedagogical methods
dc.identifier.urnURN:NBN:fi:jyu-2011050210720
dc.type.dcmitypeTexten
dc.type.ontasotPro gradufi
dc.type.ontasotMaster’s thesisen
dc.contributor.tiedekuntaHumanistinen tiedekuntafi
dc.contributor.tiedekuntaFaculty of Humanitiesen
dc.contributor.laitosTaiteiden ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Art and Cultural Studiesen
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.oppiaineDigital Culture (maisteriohjelma)fi
dc.contributor.oppiaineInternational Master's Degree Programme in Digital Cultureen
dc.subject.methodKvalitatiivinen tutkimus
dc.subject.methodKvantitatiivinen tutkimus
dc.rights.accesslevelopenAccessfi
dc.contributor.oppiainekoodi319
dc.subject.ysovirtuaalitodellisuus
dc.subject.ysolapset
dc.subject.ysoverkkopelit
dc.subject.ysokasvatus
dc.subject.ysoesikoulu


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