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Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Selected Works

Curriculum and Instruction

Pedagogy

2014

Articles 1 - 3 of 3

Full-Text Articles in Education

Investigating The Effectiveness Of Problem-Based Learning In 3d Virtual Worlds. A Preliminary Report On The Hadrian’S Villa Project, Lee Taylor-Helms, Lynne. Kvapil, John Fillwalk, Bernard Frischer Nov 2014

Investigating The Effectiveness Of Problem-Based Learning In 3d Virtual Worlds. A Preliminary Report On The Hadrian’S Villa Project, Lee Taylor-Helms, Lynne. Kvapil, John Fillwalk, Bernard Frischer

Lynne A. Kvapil

This paper discusses a recent study to test the effectiveness of combining 3D virtual worlds (VWs) with Problem Based Learning (PBL) in archaeological education of undergraduate college students at two American universities. The testbed used was a virtual world of Hadrian’s Villa at Tivoli (Italy), a World Heritage Site dating to the reign of Hadrian (117-138 CE). At both universities courses were offered on the villa using a PBL approach in such a way that the relative strengths and weaknesses of learning based on face-to-face, 2D, and VW presentations could be assessed. The study helped to clarify ways in which …


Teaching Archaeological Pragmatism Through Problem-Based Learning, Lynne. Kvapil Nov 2014

Teaching Archaeological Pragmatism Through Problem-Based Learning, Lynne. Kvapil

Lynne A. Kvapil

This article outlines the application of problem-based learning, or PBL, to a freshman-level course in Aegean prehistory. The project described demonstrates how PBL can be used to tap into college-level students’ natural curiosity about the ancient world while training them to use practical, broadly applicable writing and research skills.


How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth Sep 2014

How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth

Carly Finseth

This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.