Pedagogy – Taking Stock and Looking Forward (Part 2)

Volume 12, No. 1

Published: January 31, 2019


Issue cover: Blue glass ball reflects a view of seashore

Issue editors:

Dr. Kenneth Y. T. Lim (Prime), National Institute of Education, Singapore

Dr. Catia Ferreira, Universidade Católica Portuguesa, Portugal

2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Volume 2 Number 1 of the journal was the fruition of a vision of the late Leslie Jarmon, a pioneer academic in the use of virtual worlds and immersive environments for learning. Much has changed since the heady days of the late 2000s, yet many aspects have proved enduring.

This issue represents the concluding half of an effort to commemorate the occasion and aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.

Original call: CfP – Pedagogy


Issue Editors’ Corner

Editorial

Kenneth Y T Lim, Catia Ferreira

Peer Reviewed Research Papers

Practical Learning in Virtual Worlds: Confronting Literature with Health Educators’ Perspectives

Kate Dagleish, Mary Laurenson

Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings via Interactive Sounds

Enrico Gandolfi, Robert Clements

Pedagogy of Productive Failure: Navigating the Challenges of Integrating VR into the Classroom

Marijel Melo, Elizabeth Bentley, Ken S. McAllister, José Cortez

Virtual Reality in Education: Focus on the Role of Emotions and Physiological Reactivity

Mikko Vesisenaho, Merja Juntunen, Päivi Häkkinen, Johanna Pöysä-Tarhonen, Janne Fagerlund, Iryna Miakush, Tiina Parviainen

Pedagogy – Taking Stock and Looking Forward (Part 1)

Volume 11, No. 3

Published: 31 December, 2018


Issue editors:

Dr. Kenneth Y. T. Lim (Prime), National Institute of Education, Singapore

Dr. Catia Ferreira, Universidade Católica Portuguesa, Portugal

2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Issue No. 1 in Vol. 2 of the journal was the fruition of a vision of the late Leslie Jarmon. Dr. Jarmon was a pioneer academic in the use of virtual worlds and immersive environments for learning.

This issue aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.

Original Call: CfP: Pedagogy – Taking Stock and Looking Forward


Issue Editor Corner

Editorial

Kenneth Y. T. Lim, Cátia Ferreira

Peer Reviewed Research Papers

Marginalized Urban Indigenous Youth and the Virtual World of Second Life: Understanding the Past and Building a Hopeful Future

Joe Cloutier

Designing Digital Badges to Improve Learning in Virtual Worlds

Joey R Fanfarelli

Student Perception of Open and Mobile Space Designs for Autonomous English Language Learning in Second Life

Dean Anthony Fabi Gui

The Game of Inventing: Ludic Heuristics, Ontological Play, and Pleasurable Research

Jacob Steven Euteneuer

A Teaching Method Based on Virtual Worlds and Mastery Learning

Felipe Becker Nunes, Aliane Loureiro Krassmann, Liane Margarida Rockenbach Tarouco, José Valdeni De Lima

Representations of Novice Conceptions with Learner-Generated Augmentation: A Framework for Curriculum Design with Augmented Reality

Kenneth Y T Lim, Kelvin H.-C. Chen, Sheau-Wen Lin, Jong-Chin Huang, Kristal S-E Ng, Joel J L Ng, Yifei Wang, Nicholas Woong

Jvwresearch.org is now JVWR.net

As part of the 2019 upgrade, we have moved the site to JVWR.net

The corresponding domain is still @jvwresearch.org

This symbolizes the re-emphasis on our community and network.
This is an ongoing process that includes many aspects. For now, the main site domain is jvwr.net 

Our backend publishing system remains the same.

Merry Holidays and Happy New Year!

Prof. Yesha Y. Sivan
and the JVWR team

CfP: Impact of Immersive Environments

Call for Papers – JVWR Special Issue


The Journal for Virtual Worlds Research (http://jvwr.net/) is pleased to announce the call for a special issue on the theme of the Impact of Immersive Environments edited by:

Professor Michael Thomas, University of Central Lancashire, UK (Prime)

Dr. Tuncer Can, University of Istanbul, Turkey

Professor Michael Vallance, Future University, Japan

You can access this call directly through our website here.

About JVWR – the Journal of Virtual Worlds Research

Now in its 11th year, the JVWR is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the many disciplines and approaches that intersect with virtual worlds research. Virtual worlds ignite a continuously evolving area of study that spans multiple disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly research.

Motivation and Scope

Over the last two decades research on virtual worlds and immersive environments has engaged with a wide variety of stakeholders and beneficiaries across many disciplines and fields that naturally involve high stakes, engaging with participants with learning and physical disabilities to the military, citizen democracy, and digital civics.

In this issue we want to tackle the following issues:

  • What is the usefulness of such research?
  • Who are the main beneficiaries of the research?
  • What real-world problems does the research on virtual worlds address?
  • How can the effectiveness of the research be measured, if at all?
  • Can we identify short, medium and longer term conceptions of impact?

While study and research for their own sake or for character development have been core components of many disciplines, particularly in the humanities or social sciences, the consolidation of neoliberal values in higher education has led to questions about the practical application of research and its influence on and relationship with society and stakeholders.

Specifically, in the UK the 2014 Research Excellence Framework (REF) adapted this approach to impact to help measure the real-world application of research, its public engagement, and use-value, in relation, for example, to health, the economy, society or culture. While impact has attracted much criticism and debate, it has been consolidated in the intervening period and with REF2021, the next UK Government exercise aimed at evaluating research excellence in higher education, impact, now defined as an activity that can take place both internal and external to universities, has increased its weighting in the exercise. While the impact agenda has been influential in higher education in the UK, we now find other governments and research councils around the world adopting similar definitions (e.g., Australian Research Council, Hong Kong, the AACSB in the USA).

Definitions of “impact” have proliferated alongside critique and it is important to consider the applicability of the term, as well as to reflect on how it can be shaped and defined to lead to productive and meaningful research and scholarly activity.

In terms of the REF exercises impact is defined in relation to “reach (the extent and/or diversity of the organizations, communities and/or individuals who have benefited from the impact) and significance (the degree to which the impact enriched, influenced, informed or changed the policies, practices, and understanding or awareness of organizations, communities or organizations)” (REF, 2012, p. 93).

It does not merely relate to measuring dissemination activity e.g., how many people read a book, or visited a gallery, or follow your research findings on Twitter. Rather, it relates to what measurable influence the research has had on its beneficiaries as a result of activities associated with it.

For the Economic and Social Research Council in the UK (ESRC), impact can be defined as “Academic impact”, which is the “demonstrable contribution that excellent social and economic research makes in shifting understanding and advancing scientific, method, theory and application across and within disciplines” and/or “Economic and societal impact”, which is the “demonstrable contribution that excellent social and economic research makes to society and the economy, and its benefits to individuals, organizations and/or nations” (https://esrc.ukri.org/research/impact-toolkit/what-is-impact/).

This special edition of The Journal of Virtual Worlds Research is a timely intervention into these debates in the context of educational technology and seeks to develop productive critical perspectives on impact, discussing in what ways, over what time periods and to what extent impact can be a valuable concept in this field.

Authors are invited to submit original scholarly manuscripts that will make significant contributions to the advancement of our understanding of research impact with respect to virtual worlds and immersive environments defined broadly.

We encourage transdisciplinary research as well as diverse methodological approaches and welcome both qualitative and quantitative research studies, as well as theoretical, conceptual, and empirical studies. Critical perspectives on virtual worlds research and what constitutes impact are encouraged, rather than merely small-scale experimental studies. Authors may wish to reflect on their work over a longer period of time and to produce narratives that combine findings from several studies. Meta-analyses of research in the field which adopt a longer-term perspective are also encouraged.

Possible topics include, but are not limited to:

  • Impact on disciplines (e.g., health and wellbeing, politics, psychology, medicine, arts, and humanities)
  • Impact on people (e.g., special educational needs, the disabled, migrants and refugees, children, families and parents, communities, and/or in terms of race, class, ethnicity, and sexuality)
  • Impact on tools (e.g., AR, AI, eResearch methods, robotics, mobile applications, educational resources, gamification, serious games)
  • Impact on problems (e.g., real-world challenges, citizenship, big data, pedagogical etc.)

The editors welcome efforts to define and problematize “impact” as a category for evaluating research, and articles that seek to promote transdisciplinary research on immersive and virtual worlds, nationally and internationally, in established western contexts as well as in emerging contexts in Africa, South America, the Middle East, and Asia.

Submission Instructions

The vetting process will start with a 300 word abstract leading, if invited, to a full paper submission of up to 6000 words including footnotes, references, and appendices. All submissions (abstracts and papers) should be made via the JVWR publishing system (see www.jvwr.net> About JVWR > For Authors). All submissions will be double-open reviewed. Accepted papers will be published online in Volume 12, Number 2 (2019) of the Journal.

Deadlines & timeline

  • Authors submit an abstract of 300 words with an expression of interest: January 7, 2019
  • Editors return acceptance: January 21, 2018
  • Authors submit full paper: April 1, 2019
  • Editors return peer review report: May 15, 2019
  • Authors submit a revised paper: June 1, 2019
  • Editors return final decision: July 1, 2019
  • Publication: September 2019

Biographies of Editors

Dr. Michael Thomas is Professor of Higher Education and Online Learning at the University of Central Lancashire in the UK. He has published over twenty books and special editions of peer-reviewed journals, coordinated several large-scale funded projects on immersive environments, and is the founding editor of the book series Digital Education and Learning (Palgrave).

Dr. Tuncer Can is Assistant Professor at the University of Istanbul in Turkey. His research interests are in computer-assisted learning and he’s been a partner in several EU funded projects on immersive environments and virtual worlds, particularly those involving gamification and video-based learning, including CAMELOT (2013-15) and GUINEVERE (2017-2019).

Dr. Michael Vallance is a Professor in the Department of Media Architecture (previously Director of the Center for Meta-Learning – CML) at Future University, Japan. He has a Doctorate in Education from Durham University, a Master’s Degree in Computer Assisted Learning from Stirling University, UK, and a BSc(Hons) Degree in Mechanical Engineering from the University of South Wales, UK.

More things you can do

  • Browse JVWR’s previous issues.
  • Subscribe to our mailing list (on the top left of the Journal of Virtual Worlds Research home page) to receive our news and updates (no spam guaranteed.)
  • Connect with us on twitter @TheJVWR and on our Facebook page (TheJVWR).

Thankfully,

Prof. Yesha Y. Sivan

Editor-In-Chief
The Journal of Virtual Worlds Research
www.jvwr.net

Published: November 22, 2018

CfP: Pedagogy – Taking Stock and Looking Forward

CfP: Pedagogy – Taking Stock and Looking Forward

2-Aug-2018

Abstract submission by August 20, with publication Q4-2018

Guest editor: Kenneth Y T Lim, Nanyang Technological University, Singapore

Call for Proposals — Pedagogy in Virtual Worlds – Ten Year perspective

A special issue on pedagogy and learning in immersive environments to be led by Dr. Kenneth Y T Lim, from Nanyang Technological University, Singapore

Motivation and Scope

2019 marks the tenth anniversary of a landmark issue of the Journal of Virtual Worlds Research, which was themed on ‘Pedagogy.’ Volume 2 Number 1 of the journal was the fruition of a vision of the late Leslie Jarmon. Dr. Jarmon was a pioneer academic in the use of virtual worlds and immersive environments for learning, and the issue at the time (2009) – was the cutting edge of academic thought on what the affordances of virtual worlds are, and how they could be leveraged for learning.

Much has changed since the heady days of the late 2000s, yet many aspects have proved enduring.

This issue aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.

Topics that would be of relevance to this issue include, but are not limited to:

  • The use of virtual worlds and/or immersive environments for learning
  • Mixed-modality / mixed-reality learning environments
  • Augmented reality in contexts of education
  • Virtual reality in contexts of training and/or instruction
  • Emerging research / late-breaking research on such environments with respect to learning
  • Think-pieces on the future of virtual worlds / mixed-reality environments for learning
  • The scaling of such interventions and their translation into different contexts of learning

Submission instructions

This is a 2 phase submission process: abstracts and then the full paper.
Interested authors are requested to submit a 500-word abstract by Aug. 20, 2018, via email to info@jvwresearch.org address. After review by the issue editors, authors of the accepted abstracts will be invited to submit original scholarly papers of 3000-5000 words (including footnotes, references, and appendices).
The guest editors are happy to discuss proposals for contributions, please contact Dr. Kenneth Lim at Kenneth.lim AT nie DOT edu DOT sg for questions prior to submission.

The full submissions should be made directly via the JVWR publishing system by October 20, 2018. For detailed instructions see  www.jvwr.net > About JVWR > For Authors. All submissions will be peer reviewed using the JVWR double-open policy, which means that authors do not need to anonymize their papers, and reviewers’ identity is known to authors. See more details at  JVWR site –> About JVWR –> For Authors –> Our double-Open Policy.

Deadlines & timeline

Authors submit abstracts: August 20, 2018
Editors’ decision on abstracts: August 25, 2018
Authors submit full papers: October 20, 2018
Editors return final decision after review: November 15, 2018
Authors submit final revision: November 25, 2018
Publication: December 25, 2018

Note: Call for co-editors

Potential co-editors for this special issue are invited to approach the journal editorial team (info@jvwresearch.org) with CV and a cover letter depicting your interest and background in Virtual Worlds. The co-editors assist in managing the review process, supervise the final publications, and distribute the news about the release – all using The JVWR internal state of the art publishing process.

Further Information

Please contact: info@jvwresearch.org

The Journal of Virtual Worlds Research (http://www.jvwr.net/) is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the various disciplines and approaches that intersect with virtual worlds research. Virtual worlds ignite a continuously evolving area of study that spans multiple disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly research.

Assembled 2018 (Part 2)

Volume 11, No. 2

Published: August 1, 2018


Issue Editors:

Angie Cox, Trident University International

Edgardo Donovan, Trident University International

Miao Feng, NORC at the University of Chicago

Felipe Nunes, Federal University of Rio Grande do Sul, Brazil

The second part of Assembled 2018 includes five studies demonstrating rigor over a vast variety of themes tethered to Virtual World use. Studying VR/AR technologies use & development, examining online storytelling forum threads in WoW, analyzing Africans’ representation in video games, investigating business and English classes’ use of Multiplayer-Online Games, and testing the use of a mixed reality environment with undergraduate special education students. This issue has been crafted to meet the expectations of researchers and practitioners.

Original Call: CfP Assembled 2018


Issue Editor Corner

Editorial
Angie Marie Cox, Edgardo Donovan, Miao Feng, Felipe Nunes

Peer Reviewed Research Papers

Dreaming the Virtual: How Lucid Dream Practice Can Inform VR Development

Kevin Healey

Virtual Sense of Community in a World of Warcraft® Storytelling Open Forum Thread

Dean Anthony Fabi Gui

Representations of Africans in Popular Video Games in the U.S

Rebecca Y. Bayeck, Tutaleni I. Asino, Patricia A. Young

Gaming the Performance: Massively Multiplayer Online Games and Performance Outcomes in English and Business Courses

Papia Bawa, Sunnie Lee Watson, William Watson

Mixed-Reality Teaching Experiences Improve Preservice Special Education Students’ Perceptions of their Ability to Manage a Classroom

Melissa E. Hudson, Karen S. Voytecki, Guili Zhang

Call for Editors

Editors for themed issues

The JVWR (Journal of Virtual Worlds Research) is looking for a Prime Editor and optional 1-3 co-editors (you can join as a group) to lead a special issue.

Issue editors take full charge of one issue. They craft the call (CfP = Call for Papers), share it, solicit the papers, manage the review process, supervise the final publications, and distribute the news about the release – all using our internal state of the art publishing process.

If you have an interest and background in a specific Virtual World sub-field, as well as experience in academic editing, please send us your suggestion for a topical issue.

You will:

  • Develop a detailed call.
  • Review and decide on abstracts and full papers.
  • Coordinate with reviewers.
  • Use our publication system — extensively (be also versed with Google docs, Skype, Zoom, and other current tools.)
  • Be a deadline-targeted & taking-charge person.
  • Work as a single editor or add one or more co-editors.
  • Able to write a short intro including your view/vision/insight on the field.
  • Get the academic credit as an editor.

Read more about becoming JVWR editors on our website for issue editors page.

Motivation and Scope

The JVWR seeks to develop a special issue dedicated to an exploration of one topic as an umbrella concept of research with relations to virtual worlds.

Suggested topics may include but are not limited to the following concepts:

  • Mind
  • Autism
  • New ways of teaching
  • Psychology
  • 3D Printing
  • Simulations
  • Hardware
  • VR/AR
  • AI
  • and more…

Please reply to info@jvwresearch.org with an academic CV and a cover letter listing your target subject and publishing and editing experience.

If you have colleagues who may be interested in becoming editors or co-editors, please feel free to forward this call further.

Further Information

The Journal of Virtual Worlds Research (#TheJVWR) (http://www.jvwr.net) is an online, open access academic journal that engages a wide spectrum of scholarship. We welcome contributions from the many disciplines and approaches that intersect with virtual worlds research.

Subscribe to receive announcements about new calls and issues.

For additional information about the journal, please contact: info@jvwresearch.org

  • See past issues on our website’s special All Issues View page.
  • We welcome you to join our Facebook.
  • Follow us @theJVWR on Twitter
  • Subscribe to JVWR mailing list (top left of http://www.jvwr.net)

Published: July 9, 2018

CfP: Assembled 2018

Call for Papers

Published: January 14, 2018


A Quick Turnaround Call for Papers – Assembled 2018 issue

Note: this is a good opportunity for authors for a quick turnaround of papers with February 2018 decisions and April 2018 publication.

The Journal of Virtual Worlds Research (http://www.jvwr.net) is an online, open access academic journal that engages a wide spectrum of scholarship and welcomes contributions from the various disciplines and approaches that intersect with virtual worlds research. Virtual worlds ignite a continuously evolving area of study that spans multiple disciplines and the JVWR editorial team looks forward to engaging a wide range of creative and scholarly research.

Motivation and Scope

The Assembled issue is a place for various papers, on the topic of the journal – that are being collected during the year and published usually once a year.

Authors who would like to submit directly to the ‘Assembled’ issue should do so by adding the words “submitted for Assembled” in the “Comments for Editor” on the 1st step of the submitting process.

Possible topics include, but are not limited to:

  • 3D fun
  • Mini robots
  • Social networks that change our mind
  • Artificial limbs
  • New forms of hardware
  • Augmented and mixed environments
  • Wearable
  • User generated content
  • 3D printing
  • Visual data streaming
  • Immersive technologies
  • Shopping from home
  • Projections of the real
  • Wireless people
  • Portable friends
  • The Internet of Things
  • Virtual currencies
  • E-readers
  • And more

See past Assembled issues

Assembled 2018 (1)

Assembled 2017

Assembled 2016 (2)

Assembled 2016 (1)

Assembled 2015

Assembled 2014

Assembled 2013

Assembled 2012

Assembled 2011

Assembled 2010

Submission Instructions

Authors are invited to submit original scholarly papers of 3000-5000 words including footnotes, references, and appendices. Interested authors should submit a full paper by the deadline indicated below. All submissions should be made via the JVWR publishing system (see www.jvwr.net > About JVWR > For Authors). All submissions will be peer reviewed. Accepted papers will be published online in the Volume 11, Number 1 (2018) of the Journal.

Deadlines and Timetable

Issue editor(s) are to be announced.
If you wish to enhance your editing experience with this quick turnaround issue – please send email request with CV to #TheJVWR coordinating editor at info@jvwresearch.org

January 30, 2018: Authors submit full paper
February 10, 2018: Editors return initial decision
March 10, 2018: Authors submit final revision
March 25, 2018: Camera ready
April 2018: Publication

Special Note:

The review phase for the Assembled 2018 made it clear that we have many good papers that deserve publishing. As we publish only 5-6 manuscripts on one issue, it was decided the assembled 2018 will be divided into two parts.

Here is the timetable for part 2:
May 30, 2018: Authors submit full revision
July 25, 2018: Camera ready
August 2018: Publication

Further Information

Please contact: info@jvwresearch.org

Assembled 2018 (Part 1)

Volume 11, No. 1

Published: April 11, 2018


Issue Editors

Angie Cox, Trident University International

Edgardo Donovan, Trident University International

Miao Feng, NORC at the University of Chicago

Felipe Nunes, Federal University of Rio Grande do Sul, Brazil.

This issue includes five exciting research studies covering a broad and diverse array of topic areas but still focuses on the enhancement of knowledge in the realm of Virtual Worlds. In essence, the name of the issue ‘Assembled,’ defines the wide spectrum of professionally peer-reviewed articles inspired by subject matter experts in their respective fields. The five elite manuscripts chosen for this issue provide significant contributions to Virtual World research in terms of theory, methodology, and practice.

Original Call: CfP: Assembled 2018


Issue Editor Corner

Editorial

Angie Marie Cox, Edgardo Donovan, Miao Feng, Felipe Nunes

Peer Reviewed Research Papers

Virtual Parent-Child Relationships: A Case Study

Steven Downing

One Game – One Effect? What Playing “World of Warcraft” Means for Adolescents and Their Development

Florian Flueggen, Stephanie Doyle, Hermann Veith

Immersive Storytelling in 360-Degree Videos: An Analysis of Interplay Between Narrative and Technical Immersion

Ahmed Elmezeny, Nina Edenhofer, Jeffrey Wimmer

Avatar Sex – the Joy of the Not-Real

Peter F Wardle

Using 3D Worlds in Prison: Driving, Learning and Escape

Helen Sara Farley