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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

Abstract

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

Book part
Publication date: 28 September 2011

Randy Hinrichs

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…

Abstract

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.

Details

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

Book part
Publication date: 22 November 2012

Maurice Eugene Dawson and Imad Al Saeed

As costs around the world continue to rise for education, institutions must become innovative in the ways they teach and grow students. To do this effectively, professors and…

Abstract

As costs around the world continue to rise for education, institutions must become innovative in the ways they teach and grow students. To do this effectively, professors and administrative staff should push toward the utilization of Open Source Software (OSS) and virtual tools to enhance or supplement currently available tools. In developing countries, OSS applications would allow students the ability to learn critical technological skills for success at small fraction of the cost. OSS also provides faculty members the ability to dissect source code and prepare students for low-level software development. It is critical that all institutions look at alternatives in providing training and delivering educational material regardless of limitations going forward as the world continues to be more global due to the increased use of technologies everywhere. Doing this could provide a means of shortening the education gap in many countries. Through reviewing the available technology, possible implementations of these technologies, and the application of these items in graduate coursework could provide a starting point in integrating these tools into academia. When administrators or faculty debate the possibilities of OSS, gaming, and simulation tools, this applied research provides a guide for changing the ability to develop students that will be competitive on a global level.

Details

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: 3 August 2017

Matt Bower

This chapter synthesizes findings from the reviews of education using Web 2.0, social networking, mobile learning, and virtual worlds, in light of the earlier chapters on context…

Abstract

This chapter synthesizes findings from the reviews of education using Web 2.0, social networking, mobile learning, and virtual worlds, in light of the earlier chapters on context, technology, pedagogy, content, and design. Benefits and issues associated technology-enhanced learning are generalized, with an important finding being the quite different ways that different technologies contribute to each. Twenty technology-enhanced learning design principles are derived from abstracting the Web 2.0, social networking, mobile learning, and virtual worlds literature. The benefits, issues, and technology-enhanced learning design principles are then related to one another by virtue of 13 clusters of concerns, namely pedagogy, access, communication, content representation, collaboration, motivation and engagement, vicarious learning and reflection, digital learning capabilities, assessment and feedback, student-centered learning, learning communities, protecting students, and teacher support. The analysis enables the general learning technology literature to be linked to concrete examples and evidential sources, so that educators and researchers can construct a deep and connected understanding of technology-enhanced learning design.

Details

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

Book part
Publication date: 9 December 2009

Martin Yongho Hyun and Liping A. Cai

As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues…

Abstract

As more destinations jump on the bandwagon of branding, their marketing organizations increasingly employ the Internet as a convenient medium for promotion. This chapter argues that instead of extending their brand communications to the Web by simply digitizing the logos, taglines, and other elements, destinations can build brands virtually in an internet-mediated environment where virtual experience takes place. The study examines how branding can be achieved through building virtualized destination image. It adopts the concepts of telepresence, virtual experience, and integrated informational response and explains how online and offline communication stimuli can affect various components of virtualized image. This expands and modifies the conventional image constructs by specifying information sources as antecedents through telepresence and integrated behavioral responses as consequences. The relationships between the image, its antecedents, and consequences, and among the image constructs are illustrated through 14 propositions. The chapter concludes with a discussion of the net community in which residents and other stakeholders of communities actively participate in virtually building a strong destination brand.

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Tourism Branding: Communities in Action
Type: Book
ISBN: 978-1-84950-720-2

Keywords

Book part
Publication date: 28 September 2011

Dona Cady, Matthew Olson, Peter Shea and J.M. Grenier

Since the prevalence of virtual worlds in society has grown exponentially in recent years and virtual worlds have demonstrated an incredible power to engage participants in ways…

Abstract

Since the prevalence of virtual worlds in society has grown exponentially in recent years and virtual worlds have demonstrated an incredible power to engage participants in ways in which traditional education has not, virtual worlds provide us an excellent opportunity to create engaging, collaborative, and academically challenging learning situations. Also, given the new media literacy of many of younger students, we in higher education are in many ways meeting them where they already are …or should be. By integrating virtual worlds into instruction, the Virtual Education Research Group (VERG) at Middlesex Community College in Massachusetts provides students with these collaborative experiences. Through a sustained community of practice and experimentation with a variety of virtual world platforms including ActiveWorlds, World of Warcraft, Warhammer, City of Heroes Architect, Forbidden City, and Second Life, some general principles and specific learning activities emerge for instructors integrating virtual worlds into the classroom. The basic concepts of connecting with technical and administrative support, choosing a world with thematic connections to your subject, creating scheduled opportunities to play and learn together, and committing to providing a strong online presence have been expanded upon to create a flexible model that can be applied across disciplines. Through the work of VERG at Middlesex Community College, virtual worlds are now used in a variety of instructional disciplines, ranging from humanities to psychology to business. Several case studies illustrating unique and effective practices are provided.

Book part
Publication date: 24 June 2024

Andreia De Bem Machado, Maria José Sousa and Leonor Domingos

Metaverse means a world in which virtual and reality interact and co-evolve, and social, economic, and cultural activities are carried out in it immersively. In this scenario, it…

Abstract

Metaverse means a world in which virtual and reality interact and co-evolve, and social, economic, and cultural activities are carried out in it immersively. In this scenario, it goes beyond just combining the physical and virtual worlds – there is a continuity between them, creating an ecosystem that merges the two universes (physical and virtual). This scenario is considered an innovative educational environment that enhances technologies related to the metaverse, which results in the fusion of resources and elements from the real with the virtual. Thus, the goal of this chapter is to map what an innovative digital learning environment with the metaverse looks like. In order to address these issues, a comprehensive and integrative review was conducted in the Scopus and Web of Science (WoS) databases. (1) What is the metaverse? and (2) How can metaverse be used to create a cutting-edge digital learning environment? Results show that the metaverse may be integrated with problem-based learning, gamification, and maker culture approaches to create an even more creative and successful learning environment. This chapter will give an illustration of how a creative digital learning environment may be created utilizing the metaverse.

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Transformative Leadership and Sustainable Innovation in Education: Interdisciplinary Perspectives
Type: Book
ISBN: 978-1-83753-536-1

Keywords

Book part
Publication date: 28 September 2011

Vanessa Parson and Simon Bignell

Immersive and collaborative virtual worlds can offer educationalists a future-focused solution to enhancing the learning experience they provide. Problem-based learning (PBL) is…

Abstract

Immersive and collaborative virtual worlds can offer educationalists a future-focused solution to enhancing the learning experience they provide. Problem-based learning (PBL) is one option by which virtual worlds can provide a creative solution to providing physical-world experience within a safe and controlled environment free from the consequences associated with typical physical-world experiences. This collaborative approach to teaching and learning can be run synchronously or asynchronously and is based on sound pedagogical principles. PBL within virtual worlds can be used to provide an active and engaging learning experience that enables individuals to learn safely and effectively within a complex and realistic environment, allowing the student to be at the centre of, and in relative control of, their own learning experience.

Details

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

Keywords

Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

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