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Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies. This groundbreaking book is the first to specifically address research methods and related issues for education in virtual worlds. It opens with an accessible introduction to the book and to the subject, providing 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, making it 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. Many of the chapters in this book are extended papers from Researching Learning in Virtual Environments (ReLIVE08), an international conference hosted by the Open University UK. Authors of the best papers and presentations from the conference were invited to contribute to Researching Learning in Virtual Worlds.
Virtual reality in education -- Congresses. --- Virtual reality in education -- Research -- Congresses. --- Virtual reality in education. --- Virtual reality in education --- Education --- Theory & Practice of Education --- Social Sciences --- Research --- Computer science. --- User interfaces (Computer systems). --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Informatics --- Science --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Virtual reality in education - Congresses --- Virtual reality in education - Research - Congresses
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Virtual worlds are impacting on the lives of millions of people, reaching from communication to education, recreation to business. A significant aspect of these environments is the requirement for users to create an avatar, a character to represent their interactions inworld. Because activity within virtual worlds can be anonymous, and the appearance of these avatars completely malleable, within such spaces we can be whatever we choose to be. Once decoupled from who we physically are, our notion of individual identity is potentially unlimited. Virtual worlds are therefore becoming arenas for experimentation with, and exploration of, identity. Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds presents a variety of approaches to understanding these novel forms of identity. Through case studies, literature reviews, quantitative and qualitative analyses and personal reflections, the authors explore the influences and consequences of being virtual. The chapters identify contemporary concepts of identity, how these apply (or may not apply) in virtual worlds, examine the factors that support the development of identity in virtual worlds, give examples of how people manage the multiple identities that can be developed between the physical and the virtual, and explore some of the uses to which these new forms of identity can be put. Through the experiences of virtual worlds, the notion of who we are is changing. Reinventing Ourselves is a guide to where these new forms of identity come from, and where they may be taking us. .
Social psychology --- Educational psychology --- Personality development --- Computer assisted instruction --- Audiovisual methods --- Computer. Automation --- pedagogische psychologie --- onderwijstechnologie --- sociale psychologie --- informatica --- computerondersteund onderwijs --- persoonlijkheidsontwikkeling --- Computer science. --- Education. --- Educational psychology. --- Consciousness. --- User Interfaces and Human Computer Interaction. --- Educational Technology. --- Educational Psychology. --- Personality and Social Psychology. --- Apperception --- Mind and body --- Perception --- Philosophy --- Psychology --- Spirit --- Self --- Education --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- User interfaces (Computer systems). --- Educational technology. --- Education—Psychology. --- Personality. --- Social psychology. --- Mass psychology --- Psychology, Social --- Human ecology --- Social groups --- Sociology --- Personal identity --- Personality psychology --- Personality theory --- Personality traits --- Personology --- Traits, Personality --- Individuality --- Persons --- Temperament --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Aids and devices --- Second Life (Web site) --- Online identities. --- Shared virtual environments --- Social aspects.
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Social psychology --- Educational psychology --- Personality development --- Computer assisted instruction --- Audiovisual methods --- Computer. Automation --- pedagogische psychologie --- onderwijstechnologie --- sociale psychologie --- informatica --- computerondersteund onderwijs --- persoonlijkheidsontwikkeling
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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.
Human sciences (algemeen) --- Metaphysics --- Social sciences (general) --- Demography --- Teaching --- Computer assisted instruction --- Audiovisual methods --- Computer science --- Information systems --- Computer. Automation --- onderwijstechnologie --- analytische chemie --- biochemie --- computers --- informatica --- onderwijs --- sociale wetenschappen --- computerondersteund onderwijs --- informatiesystemen --- metafysica --- computerkunde --- Virtual reality in education --- Research
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Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies. This groundbreaking book is the first to specifically address research methods and related issues for education in virtual worlds. It opens with an accessible introduction to the book and to the subject, providing 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, making it 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. Many of the chapters in this book are extended papers from Researching Learning in Virtual Environments (ReLIVE08), an international conference hosted by the Open University UK. Authors of the best papers and presentations from the conference were invited to contribute to Researching Learning in Virtual Worlds.
Programming --- Computer. Automation --- informatica --- interfaces
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Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies. This groundbreaking book is the first to specifically address research methods and related issues for education in virtual worlds. It opens with an accessible introduction to the book and to the subject, providing 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, making it 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. Many of the chapters in this book are extended papers from Researching Learning in Virtual Environments (ReLIVE08), an international conference hosted by the Open University UK. Authors of the best papers and presentations from the conference were invited to contribute to Researching Learning in Virtual Worlds.
Computer Science. --- Computers and Education. --- Computer science. --- Education. --- Informatique --- Education --- Virtual reality in education --- Research
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