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11 – 20 of over 186000
Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Article
Publication date: 23 November 2010

Shailey Minocha and David R. Morse

The purpose of this paper is to report on a study into how a three‐dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students…

1028

Abstract

Purpose

The purpose of this paper is to report on a study into how a three‐dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between multiple teams. Collaboration in these geographically distributed teams is virtual rather than through face‐to‐face interactions. The paper investigates how a virtual world such as Second Life compares to other collaboration tools such as instant messaging or Skype; and the challenges that students experience in becoming acquainted with and working in Second Life.

Design/methodology/approach

The paper has employed a qualitative research methodology involving data collection through group interviews, epistolary (email) interviews and semi‐structured individual interviews. The data have been analysed by applying the inductive analysis technique.

Findings

The analysis is presented through answers to questions which educators may have about the effectiveness of virtual worlds in supporting collaboration in virtual teams.

Research limitations/implications

The paper highlights the pedagogical role of 3D virtual worlds in supporting communication, team working and community building. The methodology will be of interest to researchers in the area of virtual worlds as there is little guidance in the literature about how to evaluate student experiences of these environments.

Practical implications

The research reported in this paper is timely and significant in view of current business scenarios such as the challenges of a globally distributed work‐place, the need to offer training to develop employees' skills of working in distributed environments and to meet changing market needs. Furthermore, the research will support the development of a coordinated response to the Leitch review of skills in the UK, which identified issues of resource‐intensive travel, global warming and the need for businesses to be seen as “green” for customer attraction and retention.

Originality/value

The paper discusses the role of 3D virtual worlds in supporting student team projects involving students who are geographically dispersed. The sense of visual presence and of place in a 3D world can make socialising in a virtual world, a more “human” experience than in 2D environments such as web sites, e‐mail, wikis and blogs, and even phone or video‐conferencing. The research reported in this paper could enhance uptake of 3D virtual worlds by organisations facing the challenges of facilitating socialisation and knowledge sharing in a distributed workforce.

Details

Interactive Technology and Smart Education, vol. 7 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 20 February 2007

Esther Grassian, Rhonda B. Trueman and Patrice Clemson

The purpose of this paper is to provide a selective bibliography for librarians and adminstrators in all types of libraries, with sources that can help them understand virtual…

1740

Abstract

Purpose

The purpose of this paper is to provide a selective bibliography for librarians and adminstrators in all types of libraries, with sources that can help them understand virtual worlds and their applications for libraries. Second Life is used as an example of virtual worlds.

Design/methodology/approach

The authors describe a range of primarily recent publications (2004‐2006), which aim to provide practical advice and information, to aid librarians and administrators seeking to understand and utilize virtual worlds.

Findings

Provides information about each source, indicating content and how the information can help. Acknowledges and explores the lack of knowledge among many librarians and administrators of expanded Web technologies like 3D virtual worlds and their reference, collections and information literacy applications, and provides an annotated list of helpful publications.

Research limitations/implications

This is not an exhaustive list and is particularly limited in numbers of research publications due to the fact that this technology is new and research in this area is only just emerging.

Practical implications

A useful source of information for librarians and administrators in all types of libraries considering exploring and experimenting with library services within virtual worlds.

Originality/value

This selected bibliography fulfills an identified information/resources need by offering a varied list of publications which can provide practical help to library workers supporting and venturing into the rapidly developing and high profile virtual worlds arena.

Details

Reference Services Review, vol. 35 no. 1
Type: Research Article
ISSN: 0090-7324

Keywords

Book part
Publication date: 28 September 2011

Sue Gregory

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It…

Abstract

This chapter explores how Jass Easterman (the author's avatar name) teaches education students concurrently, both pre-service teachers and postgraduate, in Second Life. It discusses how a virtual world can be a valuable teaching and learning tool for the whole group even though they have a variety of overall goals and learning outcomes. Jass brings distant university students located around the world studying at the one institution together to liaise with each other in Second Life. She has created an innovative tutorial model where students go on virtual tours, visit other educational institutions, attend guest lectures, undertake role play activities, and go on Web quests and learn basic building and scripting skills, all from their own homes. Adult learning theories and communities of practice, in a virtual world, underpin all activities. Why Second Life was chosen for these students and what the students say about this type of learning are discussed in this chapter. The value of this tutorial model will be explored and reflected upon and conclusions made of its efficacy.

Details

Transforming Virtual World Learning
Type: Book
ISBN: 978-1-78052-053-7

Keywords

Article
Publication date: 14 March 2016

Loo-See Beh, Abby Ghobadian, Qile He, David Gallear and Nicholas O'Regan

The authors examine the role of entrepreneurial business models in the reverse supply chain of apparel/fashion retailers. The purpose of this paper is to offer an alternative…

5815

Abstract

Purpose

The authors examine the role of entrepreneurial business models in the reverse supply chain of apparel/fashion retailers. The purpose of this paper is to offer an alternative approach to the “return to the point of origin” prevalent in the reverse chain of manufacturers but less technically and economically feasible in the case of apparel/fashion retailers. This approach, second-life retailing, not only reduces waste but also democratises consumption.

Design/methodology/approach

The paper is based on an extensive literature review, semi-structured interviews with managers of two second-life retailers in Malaysia and observations of a number of stores.

Findings

Using the Business Model Canvas, the authors demonstrate the essential characteristics of second-life retailers. Retailers in this study, unlike retailers in the developed world, combine traditional business models with off-price retailing. There is no clear demarcation between the forward and reverse supply chain used to manage first- and second-hand retailing.

Practical implications

The paper demonstrates the potential of innovative business models in the reverse supply chain. It encourages managers to look beyond the “return to the point of origin” and seek imaginative alternatives. Such alternatives potentially could result in additional revenue, enhanced sustainability and democratisation of consumption meeting triple bottom line objectives.

Originality/value

This paper highlights the importance and relevance of entrepreneurial business models in addressing the reverse supply chain, demonstrating this with the aid of two Malaysian off-price retailers. It also contributes to our nascent knowledge by focusing on emerging markets.

Details

Supply Chain Management: An International Journal, vol. 21 no. 2
Type: Research Article
ISSN: 1359-8546

Keywords

Article
Publication date: 24 July 2009

Peter Edward Sidorko

The purpose of this article is to analyze the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.

1873

Abstract

Purpose

The purpose of this article is to analyze the educational and more specifically, the library and information opportunities afforded through virtual worlds such as Second Life.

Design/methodology/approach

The article provides an analysis of virtual world opportunities through a review of relevant literature as well as actual applications of virtual world platforms.

Findings

Virtual worlds have the potential to provide a rich learning and information environment. Despite what many see as limitations, virtual worlds can enhance the learning experience if problematic issues are addressed and if expectations are realistic. For libraries, a unique set of limitations are identified.

Research limitations/implications

The limited availability of library presences in virtual worlds prohibits a full scale analysis of the success or otherwise of such projects. Future analyses of virtual worlds, in particular Second Life, will be useful if their pervasiveness increases.

Practical implications

Library managers are alerted to issues and problems surrounding an investment in virtual worlds.

Originality/value

This paper will prove useful to educators and librarians considering investing time and other resources in developing content in virtual worlds.

Details

Library Management, vol. 30 no. 6/7
Type: Research Article
ISSN: 0143-5124

Keywords

Article
Publication date: 7 June 2011

Naomi Elliott and Steve Probets

The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint of the librarians experienced in experimenting within virtual worlds.

1083

Abstract

Purpose

The purpose of this paper is to explore the roles of libraries within Second Life from the viewpoint of the librarians experienced in experimenting within virtual worlds.

Design/methodology/approach

Exploration of currently available literature was undertaken to determine the important issues affecting libraries and librarians within virtual worlds. To explore these issues further, ten Second Life librarians were interviewed in order to distinguish which were most important and why.

Findings

There is considerable diversity in the opinions of Second Life librarians, but all interviewees shared the belief that their efforts within Second Life had helped others and improved their own professional development. There was a strong consensus that it was important for librarians to embrace Second Life now, in order to be prepared for a future when virtual worlds, although perhaps not Second Life itself, were commonplace.

Practical implications

Virtual worlds are growing in popularity, particularly with younger generations. If they are to be accepted as part of a multidimensional information space, the possibilities available within the virtual space need to be appreciated and understood by the information community. Librarians have a responsibility to aid their users in understanding the complexity and possibilities of information provision and delivery offered by virtual worlds. This can only occur by accepting and supporting experiments in environments like Second Life.

Originality/value

This paper illustrates to the library community how Second Life is currently being used to provide information services, and to further an understanding of how the entire information community can benefit from embracing the possibility of exploring virtual worlds.

Details

The Electronic Library, vol. 29 no. 3
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 1 January 2012

Shima D. Keene

The purpose of this paper is to highlight emerging threats in cyberspace, with particular reference to financial crime in the virtual world, which have real life implications, as…

4349

Abstract

Purpose

The purpose of this paper is to highlight emerging threats in cyberspace, with particular reference to financial crime in the virtual world, which have real life implications, as well as to recommend ways in which the threat may be mitigated.

Design/methodology/approach

The methodology adopted consisted of an extensive literature review on topics to include cyber crime, virtual worlds, and financial crime.

Findings

Virtual worlds such as Second Life play a key role in supporting real world activities such as education, training and business and as such, should not be dismissed purely as a “gaming” environment. In addition, emerging technologies coupled with the lack of legislation and regulation within virtual worlds has created an environment where a variety of crimes can be committed without fear of detection or prosecution. A further concern is its use by criminals as a vehicle to mask real life crimes such as fraud, identify theft and money laundering. The question is to what extent the blurring of the virtual and real life environments can be clarified in order to minimise the risk of abuse of virtual environments by criminal elements, which have direct consequences in the real world.

Originality/value

This paper serves as a useful guide to alert and educate security professionals, the judiciary, law enforcement and policy makers of the significance and the extent of the use of “virtual” environments in cyberspace for criminal means, such as fraud and money laundering. Findings are supported by a conclusion which includes recommendations for tackling these issues.

Details

Journal of Money Laundering Control, vol. 15 no. 1
Type: Research Article
ISSN: 1368-5201

Keywords

Article
Publication date: 4 September 2009

Henrikki Tikkanen, Joel Hietanen, Tuomas Henttonen and Joonas Rokka

Drawing from recent work on online social networking and communities of consumption, the purpose of this paper is to explore, identify, and postulate key factors facilitating the…

9197

Abstract

Purpose

Drawing from recent work on online social networking and communities of consumption, the purpose of this paper is to explore, identify, and postulate key factors facilitating the growth and success of marketing in virtual worlds.

Design/methodology/approach

An empirical study was conducted employing netnographic evidence from three different virtual worlds and related user‐generated blog discussions.

Findings

The findings suggest mechanisms which enable virtual worlds to gain and maintain the interest of their users and therefore underlie successful marketer practices.

Research limitations/implications

This is an exploratory study based on qualitative and ethnographic online research methods, and therefore the results are of a descriptive nature. The study was conducted to initiate the academic discourse about marketing in virtual worlds. As such, the paper believes that it can act as a reasonable starting‐point for future discussion.

Practical implications

The study suggests that traditional advertising has not proven to be a very effective way to exploit the special characteristics of virtual worlds. There is substantial potential in virtual worlds for new and innovative marketing methods that are highly engaging and take advantage of users' active role in virtual worlds. From the marketing point of view, virtual worlds can be especially used for connecting with customers, contributing to customer learning, and getting customer input.

Originality/value

The paper illustrates that virtual worlds have come to offer marketers new opportunities for engaging their customers into interactive and co‐productive marketplace exchanges. They uncover untapped potential, resources and creative means for building customer relationships.

Details

Management Decision, vol. 47 no. 8
Type: Research Article
ISSN: 0025-1747

Keywords

Article
Publication date: 25 July 2008

Lyn Parker

The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the…

1639

Abstract

Purpose

The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective.

Design/methodology/approach

The paper offers a reflection on whether library activities in Second Life are different from library services in the real world and suggests that Second Life is just another “face” of the library.

Findings

Second Life is still in the very early stages of development. There are various barriers and challenges to overcome before it can be used widely within universities. However, this paper shows it does provide an opportunity to experiment and explore what information resources are required in this environment and how librarianship and librarians need to evolve to cater for users in a three dimensional world.

Originality/value

This paper is based on personal experience and offers as many questions as answers.

Details

Program, vol. 42 no. 3
Type: Research Article
ISSN: 0033-0337

Keywords

11 – 20 of over 186000