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Identity, learning and support in virtual environments /

Identity, learning and support in virtual environments / Sharon Tettegah, Cynthia Calongne, [editions.]. - 1 online resource. - Educational futures : rethinking theory and practice ; v.36 Educational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001 . - Educational Futures 36. Educational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001. .

Includes bibliographical references and index.

Preliminary Material / An Introduction / Virtual Environment: The Machine is Our World / If The Walls Could Talk / Education and Virtual Worlds / Challenges and Opportunities in Using MUVEs in K-12 Environments / Education in Virtual Environments,the Student Experience / Pre-Service Teachers in Second Life: The Dichotomy with the Net Generation / Effects of Virtual Reality on Learning at a Science Exhibit / Multiuser Virtual Environments (MUVEs) and Massive Multiplayer Online Rolepaying Games (MMORPGs) / Virtual Libraries and Education in Virtual Worlds / Conclusion: Merging Realities / Biographies / Index / Sharon Tettegah and Cynthia Calongne -- Sharon Tettegah -- Grant Kien -- Alfred Weiss -- Eun won Whang , Cherryberry Gerstort , Kona Taylor , Madison Poppy , Timothy Cash and TJ Milev -- Lisa Perez -- Rhonda B. Trueman -- Jase Teoh -- Arlene de Strulle -- Cynthia Calongne -- Lori Bell -- Virgil Varvel and Alfred Weiss -- Sharon Tettegah and Cynthia Calongne -- Sharon Tettegah and Cynthia Calongne.

Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments. Explore the intersection of presence, personal and group identity, culture, immersive learning experiences, multiuser virtual environments (MUVEs) and massive multiplayer online roleplaying games (MMORPGs) with eleven multidisciplinary researchers. The examples range from K-12 to university educational experiences and highlight critical information from a variety of MUVEs, such as Second Life, Active Worlds, There, and several MMORPGs, including Ultima Online, Everquest and the World of Warcraft.

9789087909949

10.1163/9789087909949 DOI

2011522463


Computer-assisted instruction.
Internet in education.
Shared virtual environments.
Second Life (Game)
Virtual reality in education.

LB1028.5 / .I118 2009

371.334