Graphics Programs Reference
In-Depth Information
capabilities of a 3D MUVE such as a 3D virtual
world or multiplayer online game. See also simula-
tion, virtual world, massively multiplayer online
game (MMOG).
Authentic Learning: Learning that encour-
ages learners to engage in real-world problems and
projects that are meaningful and interesting to them
and that have relevance beyond the walls of the
classroom or other formal learning environment.
Avatar: In a MUVE such as a virtual world or
MMOG a visual representation of a user's real or
surrogate identity and appearance. Through his/
her avatar, a user consciously or unconsciously
creates a virtual portrayal of him/herself (or of an
alternative self) within the environment, and in
doing so builds an online identity that is projected
to others. Users are typically able to control their
avatars' actions in real time, in addition to modify-
ing its characteristics and appearance.
Cognitive Flexibility: Denotes the ability of
an individual to adapt his/her cognitive process-
ing strategies to face new and/or unexpected
conditions in the environment. It is considered
by educational researchers to be a key concept
influencing the ability of a learner to transfer
knowledge and skills to new situations. See also
transfer of learning.
Collaborative Learning: An umbrella term
for a variety of teaching and learning approaches
that involve joint intellectual effort by students
or students and teachers. Learners engage in a
common task in which each individual depends
on and is accountable to each other. Teams or
groups of students work together in searching
for understanding meaning, and/or solutions or
in creating an artifact of their learning such as
a product.
Constructivism: An epistemology (psycho-
logical theory of knowledge) that argues that
individuals generate knowledge and meaning as
a result of their experiences. Constructivism is
not a specific pedagogy although both individual-
cognitive constructivist and social constructivist
views of learning have had a wide-ranging impact
on contemporary learning theories and instruc-
tional methods, and underlie many education
reform movements. Constructivism is not to be
confused with constructionism, an educational
theory developed by Papert.
Experiential Learning: The process of mak-
ing meaning from direct experience or learning
through reflection on doing, as opposed to learning
by rote or through didactic/transmissive teach-
ing methods. The idea of experiential learning
was inspired by the Aristotle and popularized
by Kolb, drawing on the Constructivist theories
of Dewey and Piaget. Experiential learning has
contributed significantly to the development of
the related, but distinct and broader, philosophy of
experiential education. See also Constructivism,
problem-based learning.
Inquiry-Based Learning: A term used to
describe a range of instructional strategies based
on premises that are centered around the need for
learners to ask questions then actively seek out
answers to those questions. It is commonly used
in the teaching of science. The teacher takes on
the role of a “facilitator,” who supports learn-
ers rather than simply giving them the answers,
encouraging them to take responsibility for their
learning through active exploration, discovery,
and reflection.
Massively Multiplayer Online Game
(MMOG): An Internet-based computer game
involving large numbers of players often to the
order of thousands or even tens of thousands.
Many genres or categories of MMOGs exist,
including but not limited to action (e.g. Pirates of
the Caribbean Online, Lego Universe, Toontown
Online), first-person shooter (e.g. World War II
Online), real-time strategy (e.g. Beyond Protocol,
Monopoly City Streets), turn-based strategy (e.g.
Dofus), flight simulation (e.g. AirwaySim, Fighter
Ace), and role-playing. See also massively mul-
tiplayer online role-playing game (MMORPG).
Massively Multiplayer Online Role-Playing
Game (MMORPG): A type of Massively-Mul-
tiplayer Online Game (MMOG) in which players
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