Targeted at educators and researchers wishing to use virtual environments in their teaching practice, this work provides practical advice specifically for educators in higher education. It focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning.
A practical guide on how to transform your ideas from virtual world course ware to virtual world learning experiences. It argues that setting up learning in 3D virtual worlds requires a transformative approach.
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
The treasure of the Black experience at a Historically Black College/University (HBCU) is that it offers a personal and intimate experience rooted in Black heritage that cannot be found at other institutions. On campus, face-to-face instruction and activities focused on addressing issues that plague the Black community are paramount. This provides students with small classroom environments and the personal support from administrators, faculty, and staff. In March 2020, the Black experience was interrupted when a global pandemic forced governors to declare states of emergencies and mandate stay-at-home orders. The stay-at-home orders forced universities to transition into fully remote environments. Doing so heightened an array of emotions compounded by the reality of previously recognized disparities in resources and funding amongst higher education institutions. As a result of this abrupt transformation, the HBCU experience was impacted by positive and negative implications for Black people at the campus, local, state, and national levels. The Black Experience and Navigating Higher Education Through a Virtual World explores the reality of the Black experience from various perspectives involving higher education institutions with a focus on HBCUs. The book provides an overview and analysis of a virtual experience that goes beyond the day-to-day technological implications and exposes innovative ideas and ways of navigating students and faculty through a remote world. It focuses on heightening the awareness of disparities through the Black experience in a virtual environment, provides guidance on transitioning to fully remote environments, examines leadership dynamics in virtual environments, analyzes mental health balance, and examines implications on the digital divide. Covering topics such as online course delivery, self-health, and social justice, this book is essential for graduate students, academicians, diversity officers in the academy, professors, and researchers.
For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the integration of virtual reality in education programs and establishes foundations for course design, program development, and institutional strategic planning. The book covers an overall understanding and approach to virtual reality in education, specific applications of using virtual reality in higher education, and prospects and issues of virtual reality in the future. Highlighting a wide range of topics such as gamification, teacher training, and virtual reality, this book is ideal for teachers, instructional designers, curriculum developers, academicians, program developers, administrators, educational software developers, policymakers, researchers, education professionals, and students.
"This book is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection, including case studies presenting successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning"--
"This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.
Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies.
Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions worldwide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007, it created a virtual island or "sim" in SL called "Kamimo Education Island." The project generated a number of courses taught in SL, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned from that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of instructional design, learner modeling, building simulations, exploring alternatives to design, and integrating tools in education with other learning systems.
Over the last few decades, the use of virtual technologies in education, including foreign/second language instruction, has developed into a substantial field of study. Through virtual technologies, language learners can develop metacognitive and metalinguistic skills, and they can practice the language by interacting with real/virtual users or virtual objects, a very important issue for language learners who have no or little contact with native or target language speakers outside the classroom. Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction provides emerging research exploring the theoretical and practical aspects of virtual technologies and applications in engaging language learners both within and outside the classroom. Featuring coverage on a broad range of topics such as game-based learning, online classrooms, and learning management systems, this publication is ideally designed for academicians, researchers, scholars, educators, graduate-level students, software developers, instructional designers, linguists, and education administrators seeking current research on how virtual technologies can be utilized and interpreted methodologically in virtual classroom settings.