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Designing Online Immersive Environments for Higher Education: Current theories and practice by Mind Map: Designing Online Immersive Environments for Higher Education: Current theories and practice
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Designing Online Immersive Environments for Higher Education: Current theories and practice



Building and Scripting

Planning a build


Journal for Virtual Worlds and Education.


Center for Virtual Worlds Education and Research

MediaGrid - Immersive Education Technology Group (IETG)

To learning how Second Life can be used to enhance learning


Soft skills

Hard Skills


Second Life

Virtual Academy

The future of immersive environments for ed

Impact of augmented reality?

The Matrix

Ubiquitous computing

the internet of things

Theoretical Perspectives


Emerging theories



Cybergogy focuses on helping adults and young people to learn by facilitating and technologically enabling learner-centered autonomous and collaborative learning in a virtual environment. At the core of cybergogy is awareness that strategies used for face-to-face learning may not be the same used in the virtual environment.

Game Theory



Critical pedagogy

Deci, Self determination theory Learner Hero

Rigby, C. S., & Przybylski, A. K. (2009). Virtual worlds and the learner hero. Theory and Research in Education, 7(2), 214 -223. doi:10.1177/1477878509104326

Motivation theory

Computer supported Collaborative Learning

Stahl, G., Koschmann, T., & Suthers, D. (2006). Computer supported collaborative learning :An historical perspective. Cambridge Handbook of the Learning Sciences (pp. 409-426). Cambridge, UK: Cambridge University Press. Retrieved from


Loureiro, A., & Bettencourt, T. (2010). Immersive environments- A connectivist approach. In M. D. Lytras, P. O. D. Pablos, A. Ziderman, A. Roulstone, H. Maurer, & J. B. Imber (Eds.), Knowledge Management, Information Systems, E-Learning, and Sustainability Research: Third World Summit on the Knowledge Society, WSKS 2010, Corfu, Greece, September 22-24, 2010, Proceedings. Springer.

Social Learning theory

Smith, M., & Berge, Z. (2009). Social learning theory in Second Life. JOLT - Journal of Online Learning and Teaching, 5(2). Retrieved from

Collective Intelligence

Network theory

Manuel Cassels


Virtual worlds

virtual worlds as having two core elements: (1) a digital environment that is a representation of either a real or imaginary geographic ‘place’, and (2) the requirement that a user adopt a character, avatar, or personality that resides within that world and is the means by which the user interacts.

A Connectivist MOOC in Second Life




Research Methodology