This chapter documents how a group of 14 academically at-risk Primary 5 students have been engaged in academic related tasks in an after-school program mediated by a game-like 3D multi-user virtual environment (MUVE), Quest Atlantis (QA). The case study explores the possibilities and potentials of using the game-like 3D MUVE for the re-engagement of this group of academically at-risk students. From the observation notes, interviews with the students and students' activities in the MUVE, the two main elements in the MUVE that have been found to engage the students are: 'play and fun' and 'recognition and affirmation of performance.' However, these engaging elements alone could not purposefully engage these students. Non-ICT activities such as orientation tasks, support by teachers, and the careful selection of authentic assignments are necessary to further enhance their engagement with their learning. Copyright © 2010 IGI Global.
|Title of host publication||Comparative blended learning practices and environments|
|Editors||Mee Wah Eugenia NG|
|Place of Publication||Hershey, PA|
|Publication status||Published - 2010|