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008 111214s2009 ne a b 001 0 eng d
010 _a 2011522463
020 _a9789087909949
_q(electronic book)
020 _z9789087909932
_q(print)
024 7 _a10.1163/9789087909949
_2DOI
035 _a(OCoLC)ocn501325352
040 _aNL-LeKB
_cNL-LeKB
_erda
050 4 _aLB1028.5
_b.I118 2009
072 7 _aJN
_2bicssc
072 7 _aEDU
_x000000
_2bisacsh
082 0 4 _a371.334
_222
245 0 0 _aIdentity, learning and support in virtual environments /
_cSharon Tettegah, Cynthia Calongne, [editions.].
264 1 _aRotterdam :
_bSense Publishers.
264 4 _cc2009.
300 _a1 online resource.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aEducational futures : rethinking theory and practice ;
_vv.36
490 0 _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001
504 _aIncludes bibliographical references and index.
505 0 0 _tPreliminary Material /
_rSharon Tettegah and Cynthia Calongne --
_tAn Introduction /
_rSharon Tettegah --
_tVirtual Environment: The Machine is Our World /
_rGrant Kien --
_tIf The Walls Could Talk /
_rAlfred Weiss --
_tEducation and Virtual Worlds /
_rEun won Whang , Cherryberry Gerstort , Kona Taylor , Madison Poppy , Timothy Cash and TJ Milev --
_tChallenges and Opportunities in Using MUVEs in K-12 Environments /
_rLisa Perez --
_tEducation in Virtual Environments,the Student Experience /
_rRhonda B. Trueman --
_tPre-Service Teachers in Second Life: The Dichotomy with the Net Generation /
_rJase Teoh --
_tEffects of Virtual Reality on Learning at a Science Exhibit /
_rArlene de Strulle --
_tMultiuser Virtual Environments (MUVEs) and Massive Multiplayer Online Rolepaying Games (MMORPGs) /
_rCynthia Calongne --
_tVirtual Libraries and Education in Virtual Worlds /
_rLori Bell --
_tConclusion: Merging Realities /
_rVirgil Varvel and Alfred Weiss --
_tBiographies /
_rSharon Tettegah and Cynthia Calongne --
_tIndex /
_rSharon Tettegah and Cynthia Calongne.
520 _aVirtual 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.
650 0 _aComputer-assisted instruction.
650 0 _aInternet in education.
650 0 _aShared virtual environments.
650 0 _aSecond Life (Game)
650 0 _aVirtual reality in education.
700 1 _aTettegah, Sharon Y.
700 1 _aCalongne, Cynthia.
776 0 8 _iPrint version:
_tIdentity, Learning and Support in Virtual Environments
_dLeiden ; Boston : Brill | Sense, [2009],
_z9789087909932
830 0 _aEducational Futures
_v36.
830 0 _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001.
856 4 _zDOI:
_uhttp://dx.doi.org/10.1163/9789087909949
999 _c18210
_d18210