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Immersive Environments, Augmented Realities, and Virtual Worlds

Book Description

Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education. Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. List of Reviewers
  5. Preface
  6. Section 1: Teaching and Learning
    1. Chapter 1: Student Engagement and the Creation of Knowledge Within a 3D Virtual Learning Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCEPTUAL FRAMEWORK
      4. METHODOLOGY
      5. DISCUSSION OF FINDINGS
      6. CONCLUSION
      7. FUTURE DIRECTIONS FOR RESEARCH
      8. SUMMARY
    2. Chapter 2: A MUVEing Success
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND TO GAME-BASED LEARNING
      4. VIRTUAL WORLDS AND SCENARIO-BASED MULTI-USER VIRTUAL ENVIRONMENTS
      5. VIRTUAL SINGAPURA
      6. STAKEHOLDERS EXPECTATIONS OF VIRTUAL WORLDS IN EDUCATION
      7. CASE STUDIES
      8. ISSUES AND FUTURE DIRECTIONS
      9. CONCLUSION
    3. Chapter 3: Using Virtual Environments to Motivate Students to Pursue STEM Careers
      1. ABSTRACT
      2. INTRODUCTION
      3. EXPECTANCY-VALUE MODELS OF MOTIVATION
      4. INNOVATIVE TECHNOLOGY AS A MOTIVATIONAL TOOL: A CASE STUDY OF TESLA
      5. CONCLUSION
    4. Chapter 4: Cross-Reality Math Visualization
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    5. Chapter 5: Learn in Your Avatar
      1. ABSTRACT
      2. THE IDEAL VISION: MALAYSIAN FUTURE CLASSROOM
      3. DEFINING VIRTUAL WORLDS (VW)
      4. TPACK (TECHNOLOGICAL, PEDAGOGICAL, AND CONTENT KNOWLEDGE) OF TEACHERS
      5. LESSONS LEARNED
      6. CONCLUSION: THE JOURNEY CONTINUES…
    6. Chapter 6: Visual Learning in the Virtual World
      1. ABSTRACT
      2. INTRODUCTION
      3. VISUAL COMMUNICATION
      4. HIDDEN CURRICULUM OF IMAGES
      5. VISUAL LEARNING IN THE VIRTUAL WORLD
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
  7. Section 2: Social Learning
    1. Chapter 7: Gaming as a Woman
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GENDER DIFFERENCES IN ROCK BAND PLAYERS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    2. Chapter 8: Instructional Design Meets Politeness Issues in Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE PROJECTS INFORMING OUR RECOMMENDATIONS
      5. INSTRUCTIONAL DESIGN CONSIDERATIONS IN CREATING VIRTUAL WORLD ENVIRONMENTS FOR LEARNING
      6. DISCOURSE ISSUES ASSOCIATED WITH PSYCHOLOGICAL NEEDS OF LEARNERS IN VIRTUAL WORLDS
      7. LACUNAE IN RESEARCH ON INSTRUCTIONAL USES OF VIRTUAL WORLDS
      8. CONCLUSION
    3. Chapter 9: More than just Logging In
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    4. Chapter 10: Online Behavior of the Social Media Student
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. SOCIAL MEDIA IN ACADEMIA
      5. CONCLUSION
      6. APPENDIX A
      7. APPENDIX B
    5. Chapter 11: Teaching Social Skills in Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. VIRTUAL WORLDS
      4. VIRTUAL MANAGEMENT SCENARIOS
      5. SAMPLE LESSON PLANS FOR BUSINESS EDUCATION
      6. CONCLUSION
  8. Section 3: Future Trends
    1. Chapter 12: Virtual Worlds in the Context of Competence Development and Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. VIRTUAL WORLDS IN THE CONTEXT OF KNOWLEDGE ACQUISITION AND COMPETENCE BUILDING
      5. EDUCATIONAL PROCESSES IN VIRTUAL WORLDS
      6. VIRTUAL WORLDS AS DISRUPTIVE TECHNOLOGY IN EDUCATION
      7. DISCUSSION
      8. CONCLUSION
    2. Chapter 13: Conversational Metabots for Educational Applications in Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. 1. INTRODUCTION TO VIRTUAL WORLDS
      4. 2. EDUCATIVE APPLICATIONS OF VIRTUAL WORLDS
      5. 3. TEACHING AND LEARNING IN SECOND LIFE
      6. 4. SPEECH TECHNOLOGIES TO ENSURE DIGITAL EQUALITY IN VIRTUAL LEARNING ENVIRONMENTS
      7. 5. A PROPOSAL FOR INCLUDING SPEECH IN VIRTUAL LEARNING ENVIRONMENTS
      8. 6. CONCLUSION
    3. Chapter 14: Immersive Virtual Worlds for (E-) Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. VIRTUAL COMMUNITIES OF PRACTICE: A SOCIO-CONSTRUCTIVISTIC VIEW ON LEARNING
      4. AN INTERDISCIPLINARY RESEARCH AGENDA
      5. CONCLUSION
    4. Chapter 15: Digital Structures and the Future of Online Leadership
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND AND METHODS
      4. LIMITATIONS ON READING BETWEEN DOMAINS OF PRACTICE
      5. LEADERSHIP AND LEARNING CYCLES IN WORLD OF WARCRAFT
      6. LEADERSHIP IN AN INCREASINGLY DATA RICH ENVIRONMENT
      7. CONCLUSION
  9. Compilation of References
  10. About the Contributors