V-Learning: Distance Education in the 21st Century Through 3D Virtual Learning Environments
Springer Science & Business Media, Mar 10, 2010 - Education - 182 pages
Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education. Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how powerful these environments can be in the arena of education, and concludes that data-driven practice will ensure almost universal take-up, even among those currently unwilling to use V-learning. The authors provide numerous practical examples of distance learning in its current state of development, as well as making informed predictions about how future environments might evolve. This much-needed book is right at the cutting edge of its subject, and comes at a time when research in both educational gaming and distance learning are converging.
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21st Century 3D VLES ability Active Worlds allow students assessment avatars challenge chat cognitive collaborative components computer games concepts cost create Dede design-based research distance education distance education courses distance learning educational games Educational Technology EDUCAUSE feedback format game design gamers goal higher education immersed increased individual institutions instruction instructor Internet Journal of Distance knowledge labs learners learning technologies Massively Multiplayer MMEGs MMOG MMORPGs offer online courses participants perspective platform players potential problem problem-based learning real-world Retrieved Second simulation situated learning skills social networks social presence specific Springer Science+Business Media strategies student engagement student learning tasks teachers teaching theory tion today’s traditional classroom tri-hybrid types University University of Paisley users V-Learning video games virtual environments virtual learning environments virtual worlds World of Warcraft