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Book part
Publication date: 22 November 2012

Danielle Mirliss, Grace May and Mary Zedeck

Preparing future teachers requires teacher educators to share both theory and its translation to best practice. Traditional approaches to this learning process include textbooks…

Abstract

Preparing future teachers requires teacher educators to share both theory and its translation to best practice. Traditional approaches to this learning process include textbooks, case studies, role-play, observation, and eventually fieldwork in a classroom. Understanding what their future students need or appropriately responding to situations in the classroom is far different than the reality of teaching in schools. Although case studies provide an opportunity for perspective taking, collaboration, and developing problem solving skills in a safe environment, it is still a relatively passive experience. The use of virtual worlds to create engaging simulations offers a possibility in bridging this gap between theory and practice. The School of Education and Human Services at Seton Hall University has designed a virtual world simulation to provide college students with the opportunity to be immersed in a virtual classroom setting in which they take on the roles of avatar teachers and grade school students who may require various modifications/accommodations. This chapter will discuss the design and implementation of this project. Data were collected on the students’ experiences in order to assess possible learning gains, affordances of the technology, and lessons learned for future educators who are considering the implementation of virtual world technologies.

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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Book part
Publication date: 22 March 2011

Tricia M. Farwell and Richard D. Waters

The job market for communication majors increasingly expects those graduating in these specializations to not only know how to create strategic plans for using social media in…

Abstract

The job market for communication majors increasingly expects those graduating in these specializations to not only know how to create strategic plans for using social media in both one-way and two-way communication environments, but also maintain proper social media etiquette and virtual culture norms for their clients. To better prepare students for this expectation, two faculty members at separate universities designed and implemented a course assignment intended to promote cross-university collaboration, foster discussion, and bring students to use microblogging via Twitter. This assignment was designed so that it would not only have the students construct the meaning and best practices in a social setting using social media, but also encourage them to experience Twitter from a user perspective while building relationships in a manner that their future employers may have to work with their publics or customers. Overall, the educators involved in this project did feel that it was a beneficial assignment for students in both classes. While the students may not appreciate the assignment while it is being conducted, many of them have expressed the value in it now that the assignment is completed.

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Teaching Arts and Science with the New Social Media
Type: Book
ISBN: 978-0-85724-781-0

Book part
Publication date: 22 March 2011

Aimee deNoyelles and Kay Kyeongju Seo

The aim for this chapter is to better understand the dynamics of social communication processes within Second Life®. Understanding communication processes in 3D online social…

Abstract

The aim for this chapter is to better understand the dynamics of social communication processes within Second Life®. Understanding communication processes in 3D online social virtual worlds is vital in embracing contemporary social issues and improving interpersonal and organizational relationships as these environments are rapidly growing in popularity in the education sector. In this chapter, we observed an undergraduate communication class and discussed four powerful interrelated forces behind the students' communication processes: (1) gamer status; (2) avatar appearance; (3) physical proximity; and (4) virtual proximity. Our findings can inform Arts and Science educators in general and Communication instructors in particular about how learners socially communicate and interact within a 3D online social virtual world and how teachers can foster students' communication and collaboration in this environment and support their content creation and collective knowledge building.

Details

Teaching Arts and Science with the New Social Media
Type: Book
ISBN: 978-0-85724-781-0

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.

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

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Multi-Channel Marketing, Branding and Retail Design
Type: Book
ISBN: 978-1-78635-455-6

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3D Printing Cultures, Politics and Hackerspaces
Type: Book
ISBN: 978-1-80071-665-0

Book part
Publication date: 28 September 2011

Lesley Scopes

Our university demonstrates a strong investment in online education and as part of continuing development delivers some existing online programs in a 3D virtual world. Faculty…

Abstract

Our university demonstrates a strong investment in online education and as part of continuing development delivers some existing online programs in a 3D virtual world. Faculty members need a plan to engage, so they were guided in the adoption of our cybergogy of learning archetypes and learning domains to draw together various aspects of learning. Together we weave threads from orthodox theories with a doctrine of educational technologies that encompasses social-centric 3D interactive virtual environments. This chapter documents the growth of the model from theory into practice to provide a framework for instructors to plan their virtual courses. Five Second Life®-enhanced courses were developed, scheduled and marketed to enrolled students to test the framework. The teaching and learning strategies adopted are reported and outcomes are presented.

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

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Book part
Publication date: 9 January 2014

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more…

Abstract

This chapter focuses on visualization. Seeing the humanities differently is one of the amazing benefits of working with tools mentioned within this category. Whether it be more traditional visualizations like images or video or that which is considered a bit more advanced like augmented or virtual reality, the enhanced perspective gained through the use of these tools offers digital humanities scholars unprecedented disciplinary perspectives while helping to shape new research areas, questions, and understanding of humanity and culture. In addition to visualization and issues related to it, this chapter also examines gaming and how games and play are impacting the digital humanities in exciting ways.

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Digital Humanities: Current Perspective, Practices, and Research
Type: Book
ISBN: 978-1-78190-689-7

Book part
Publication date: 10 June 2019

LauraAnn Migliore, Kevin Bottomley and Bridget Arena

Technology is changing more rapidly than most companies can implement it. This chapter presents a digitized Human Resource Development (dHRD) Framework Model that organizational…

Abstract

Technology is changing more rapidly than most companies can implement it. This chapter presents a digitized Human Resource Development (dHRD) Framework Model that organizational leaders can use to meet the needs of current and future workforces via avatar-mediated learning in 3D virtual learning environments (VLEs). The dHRD Framework Model leverages 3D VLE technology as a tool to engage employees and achieve strategic objectives in an efficient and cost-effective manner for managing people. The dHRD Framework Model can inform practice and advance employee engagement outcomes for effective HR decision-making, which includes legal and ethical considerations for mitigating risks in the 3D VLE. The Theory of Gamification, including psychological theories, provides the lens to explain dynamic learning and relationship building using the dHRD Framework Model to engage employees in the 3D VLE.

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Advances in the Technology of Managing People: Contemporary Issues in Business
Type: Book
ISBN: 978-1-78973-074-6

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3D Printing Cultures, Politics and Hackerspaces
Type: Book
ISBN: 978-1-80071-665-0

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