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The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.
Sociology of education --- Didactic evaluation --- Computer assisted instruction --- Didactic strategies --- Audiovisual methods --- Didactics --- Teaching --- Higher education --- Engineering sciences. Technology --- HO (hoger onderwijs) --- onderwijstechnologie --- bots --- duurzaamheid --- didactiek --- evaluatie (onderwijs) --- onderwijs --- technologie --- computerondersteund onderwijs --- onderwijssociologie --- creativiteit --- Educational technology. --- Education, Higher. --- Educational tests and measuremen. --- Technology and Digital Education. --- Higher Education. --- Learning & Instruction. --- Sociology of Education. --- Assessment, Testing and Evaluation. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- College students --- Postsecondary education --- Universities and colleges --- Aids and devices --- Education --- Higher education. --- Learning. --- Instruction. --- Educational sociology . --- Education and sociology. --- Assessment. --- Education and sociology --- Social problems in education --- Society and education --- Sociology, Educational --- Sociology --- Learning process --- Comprehension --- Aims and objectives
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The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.
Sociology of education --- Didactic evaluation --- Computer assisted instruction --- Didactic strategies --- Audiovisual methods --- Didactics --- Teaching --- Higher education --- Engineering sciences. Technology --- HO (hoger onderwijs) --- onderwijstechnologie --- bots --- duurzaamheid --- didactiek --- evaluatie (onderwijs) --- onderwijs --- technologie --- computerondersteund onderwijs --- onderwijssociologie --- creativiteit
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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, Open Simulator, 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 aspects 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.
Virtual reality in education. --- Shared virtual environments. --- Three-dimensional imaging. --- Immersive virtual environments --- IVEs (Immersive virtual environments) --- Multi-user distributed virtual environments --- Multi-user virtual environments --- MUVEs (Multi-user virtual environments) --- Shared VEs (Shared virtual environments) --- SVEs (Shared virtual environments) --- Virtual reality --- Education --- 3-D imaging --- 3D imaging --- Three-dimensional imaging systems --- Three-dimensional imaging techniques --- Three-dimensional visualization --- Visualization, Three-dimensional --- Imaging systems --- Human-computer interaction. --- Second Life (Computer game) --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- SecondLife --- 3D --- OpenSimulation --- Open Wonderland --- simulated learning --- online learning
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