TY - CHAP AB - The part covers the planning process from the perspective of the instructor. Our global set of authors span Europe, Asia, and the Americas. The principle concept is that the science of learning, the cybergogy, that has emerged in technologies like virtual worlds requires faculty to think in terms of learning archetypes. As faculty plan for activities and ways to manage attention in activity-based learning environments, they will think in terms of building around avatars, engaged in finding things, and responding to critical incidences. In doing so, teaching and learning grows around visual stimulation, engagement, collaborative motivation, personal interest, context in the subject matter, and “contemporarity” of the learning environment. The process for teaching in virtual worlds mirrors other emerging technology. Educators need to lead by example, using the technology themselves to build their expertise. They must garner support from their stakeholders and create and engage in professional development courses that focus on virtual worlds so they can prepare and be prepared for delivering in the environment. VL - 4 SN - 978-1-78052-053-7, 978-1-78052-052-0/2044-9968 DO - 10.1108/S2044-9968(2011)0000004004 UR - https://doi.org/10.1108/S2044-9968(2011)0000004004 AU - Hinrichs Randy ED - Randy Hinrichs ED - Charles Wankel PY - 2011 Y1 - 2011/01/01 TI - Introduction: Thinking in 3D T2 - Transforming Virtual World Learning T3 - Cutting-Edge Technologies in Higher Education PB - Emerald Group Publishing Limited SP - xiii EP - xxxi Y2 - 2024/04/18 ER -