Learning In Virtual Worlds
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Learning in Virtual Worlds
Author | : Sue Gregory,Mark J.W. Lee,Barney Dalgarno,Belinda Tynan |
Publsiher | : Athabasca University Press |
Total Pages | : 347 |
Release | : 2016-04-01 |
Genre | : Education |
ISBN | : 9781771991339 |
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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.
Higher Education in Virtual Worlds
Author | : Charles Wankel,Jan Kingsley |
Publsiher | : Emerald Group Publishing |
Total Pages | : 267 |
Release | : 2009-11-23 |
Genre | : Education |
ISBN | : 9781849506090 |
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Targeted at educators and researchers wishing to use virtual environments in their teaching practice, this work provides practical advice specifically for educators in higher education. It focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning.
Design for Learning in Virtual Worlds
Author | : Brian C. Nelson,Benjamin E. Erlandson |
Publsiher | : Routledge |
Total Pages | : 263 |
Release | : 2012-05-22 |
Genre | : Education |
ISBN | : 9781136863035 |
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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: • the history and evolution of virtual worlds • the theories behind the use of virtual worlds for learning • the design of curricula in virtual worlds • design guidelines for elements experienced in virtual worlds that support learning • design guidelines for learning quests and activities in virtual worlds. The authors also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, a framework and methodology is provided to assist professionals in evaluating "off-the-shelf" virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional resource and as a textbook for courses within Educational Technology, Learning Sciences, and Library Media programs that focus on gaming or online learning environments.
Transforming Virtual World Learning
Author | : Charles Wankel,Randy Hinrichs |
Publsiher | : Emerald Group Publishing |
Total Pages | : 399 |
Release | : 2011-09-28 |
Genre | : Education |
ISBN | : 9781780520520 |
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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.
Learning in Real and Virtual Worlds
Author | : P. Lacasa |
Publsiher | : Springer |
Total Pages | : 477 |
Release | : 2013-09-18 |
Genre | : Education |
ISBN | : 9781137312051 |
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Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Understanding Emotions in English Language Learning in Virtual Worlds
Author | : Mariusz Kruk,Miroslaw Pawlak |
Publsiher | : Routledge |
Total Pages | : 130 |
Release | : 2022 |
Genre | : Language Arts & Disciplines |
ISBN | : 1003240062 |
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This book contributes to overcoming the deficit in research on emotions in foreign language learning in the domain of computer assisted language learning in both traditional and virtual settings. The authors divide emotions into positive (i.e. enjoyment and curiosity) and negative (i.e. boredom and language anxiety) and explore their role in L2 teaching and learning in CALL environments from theoretical, empirical and pedagogical perspectives. The book begins with a theoretical overview of selected issues concerning positive and negative emotions and surveys the studies that have dealt with this issue in L2 learning in conventional settings and CALL. The empirical part of the book is devoted to a research project which explores the experience of positive and negative emotions in learning English in the virtual world Second Life, the relationships of the emotions in question and factors influencing them. The book concludes by recommending a selection of practices which can help maximise the positive emotions and minimize the negative emotions in foreign language learning in CALL environments. This is an important and illuminating read for students and scholars of applied linguistics, second language education and educational technology who are interested in CALL and in incorporating VW/VR based language learning programs into their studies and teaching.
Learning Online with Games Simulations and Virtual Worlds
Author | : Clark Aldrich |
Publsiher | : John Wiley & Sons |
Total Pages | : 136 |
Release | : 2009-09-22 |
Genre | : Education |
ISBN | : 9780470438343 |
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Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University
Teaching Literature in Virtual Worlds
Author | : Allen Webb |
Publsiher | : Routledge |
Total Pages | : 218 |
Release | : 2012-03-12 |
Genre | : Education |
ISBN | : 9781136863738 |
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What are the realities and possibilities of utilizing on-line virtual worlds as teaching tools for specific literary works? Through engaging and surprising stories from classrooms where virtual worlds are in use, this book invites readers to understand and participate in this emerging and valuable pedagogy. It examines the experience of high school and college literature teachers involved in a pioneering project to develop virtual worlds for literary study, detailing how they created, utilized, and researched different immersive and interactive virtual reality environments to support the teaching of a wide range of literary works. Readers see how students role-play as literary characters, extending and altering character conduct in purposeful ways ,and how they explore on-line, interactive literature maps, museums, archives, and game worlds to analyze the impact of historical and cultural setting, language, and dialogue on literary characters and events. This book breaks exciting ground, offering insights, pedagogical suggestions, and ways for readers to consider the future of this innovative approach to teaching literary texts.