Author: Paul Jerry
Publisher: BRILL
ISBN: 1848882343
Category : Social Science
Languages : en
Pages : 274
Book Description
This volume was first published by Inter-Disciplinary Press in 2013. Virtual Worlds are not “dead and gone” – far from it. If the 3rd Global Conference in Experiential Learning in Virtual Worlds taught its delegates anything, it was that virtual worlds are on the cusp of an exciting, resurging and impending upswing. A large variety of industries are captured within this eBook—architecture, computer programming, ethics, information science, literature, organizational development, and psychology – the editors of this eBook are confident you will find something appealing to you. Join us during this exciting time, and explore some of the fascinating learning experiences that virtual worlds have to offer!
Riding the Hype Cycle: The Resurgence of Virtual Worlds
Learning in Virtual Worlds
Author: Sue Gregory
Publisher: Athabasca University Press
ISBN: 177199133X
Category : Education
Languages : en
Pages : 347
Book Description
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Publisher: Athabasca University Press
ISBN: 177199133X
Category : Education
Languages : en
Pages : 347
Book Description
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
Understanding Learning in Virtual Worlds
Author: Mark Childs
Publisher: Springer Science & Business Media
ISBN: 1447153707
Category : Computers
Languages : en
Pages : 198
Book Description
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
Publisher: Springer Science & Business Media
ISBN: 1447153707
Category : Computers
Languages : en
Pages : 198
Book Description
Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
Researching Learning in Virtual Worlds
Author: Anna Peachey
Publisher: Springer Science & Business Media
ISBN: 184996047X
Category : Computers
Languages : en
Pages : 222
Book Description
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
Publisher: Springer Science & Business Media
ISBN: 184996047X
Category : Computers
Languages : en
Pages : 222
Book Description
Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
CALL for widening participation: short papers from EUROCALL 2020
Author: Karen-Margrete Frederiksen
Publisher: Research-publishing.net
ISBN: 2490057812
Category : Foreign Language Study
Languages : en
Pages : 371
Book Description
Despite the Covid-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of EUROCALL. Who would be better suited to transform an onsite conference into an online event than EUROCALL? CALL for widening participation was this year’s theme. We welcomed contributions from both theoretical and practical perspectives in relation to the many forms and contexts of CALL. We particularly welcomed longitudinal studies or studies that revisited earlier studies. The academic committee accepted 300 abstracts for paper presentations, symposia, workshops, and posters under this theme; 57 short papers are published in this volume. We hope you will enjoy reading this volume, the first one to reflect a one hundred percent online EUROCALL conference/Online Gathering.
Publisher: Research-publishing.net
ISBN: 2490057812
Category : Foreign Language Study
Languages : en
Pages : 371
Book Description
Despite the Covid-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of EUROCALL. Who would be better suited to transform an onsite conference into an online event than EUROCALL? CALL for widening participation was this year’s theme. We welcomed contributions from both theoretical and practical perspectives in relation to the many forms and contexts of CALL. We particularly welcomed longitudinal studies or studies that revisited earlier studies. The academic committee accepted 300 abstracts for paper presentations, symposia, workshops, and posters under this theme; 57 short papers are published in this volume. We hope you will enjoy reading this volume, the first one to reflect a one hundred percent online EUROCALL conference/Online Gathering.
Virtual Worlds: The Virtual Reality and Augmented Reality Intersections
Author:
Publisher: BRILL
ISBN: 1848883846
Category : Social Science
Languages : en
Pages : 90
Book Description
This volume was first published by Inter-Disciplinary Press in 2016. Over the past five years, virtual worlds have developed into more specialised niches and targeted growth areas; specifically into the fields of virtual reality and augmented reality. Within this publication, you will find papers which highlight how virtual worlds have refined into these specializations, and the research that supports these defined fields. Papers that highlight ecological augmented reality, mobile learning, analgesia testing are just some of the topics that highlight the specializations found within this year's conference presentations.
Publisher: BRILL
ISBN: 1848883846
Category : Social Science
Languages : en
Pages : 90
Book Description
This volume was first published by Inter-Disciplinary Press in 2016. Over the past five years, virtual worlds have developed into more specialised niches and targeted growth areas; specifically into the fields of virtual reality and augmented reality. Within this publication, you will find papers which highlight how virtual worlds have refined into these specializations, and the research that supports these defined fields. Papers that highlight ecological augmented reality, mobile learning, analgesia testing are just some of the topics that highlight the specializations found within this year's conference presentations.
Don't Bother Me Mom--I'm Learning!
Author: Marc Prensky
Publisher: Paragon House Publishers
ISBN:
Category : Education
Languages : en
Pages : 286
Book Description
Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making.
Publisher: Paragon House Publishers
ISBN:
Category : Education
Languages : en
Pages : 286
Book Description
Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making.
Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju
Publisher: Cambridge University Press
ISBN: 1108558984
Category : Computers
Languages : en
Pages : 433
Book Description
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Publisher: Cambridge University Press
ISBN: 1108558984
Category : Computers
Languages : en
Pages : 433
Book Description
Within the rapidly-growing arena of 'virtual worlds', such as Massively Multiplayer Online Games (MMOs), individuals behave in particular ways, influence one another, and develop complex relationships. This setting can be a useful tool for modeling complex social systems, cognitive factors, and interactions between groups and within organizations. To study these worlds effectively requires a cross-disciplinary approach that integrates social science theories with big data analytics. This broad-based book offers a comprehensive and holistic perspective on the field. It brings together research findings from an international team of experts in computer science (artificial intelligence, game design, and social computing), psychology, and the social sciences to help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds such as World of Warcraft, Rift, Eve Online, and Travian.
Transforming Virtual World Learning
Author: Charles Wankel
Publisher: Emerald Group Publishing
ISBN: 1780520530
Category : Education
Languages : en
Pages : 399
Book Description
A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.
Publisher: Emerald Group Publishing
ISBN: 1780520530
Category : Education
Languages : en
Pages : 399
Book Description
A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.
Worlds in Play
Author: Suzanne De Castell
Publisher: Peter Lang
ISBN: 9780820486437
Category : Art
Languages : en
Pages : 364
Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
Publisher: Peter Lang
ISBN: 9780820486437
Category : Art
Languages : en
Pages : 364
Book Description
Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»