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Multi-User Virtual Environments for the Classroom

Book Description

Multi-User Virtual Environments for the Classroom: Practical Approaches to Teaching in Virtual Worlds highlights the work of educators daring enough to teach in these digital frontiers. Instructors will find cutting-edge teaching ideas in the theoretical discussions, case studies, and experiments presented in this book. These insights are applied to variety of subject areas and pedagogical contexts, including learning foreign languages in virtual environments, examples which encourage educators to design and develop new worlds of learning inside and outside the university.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  5. Preface
  6. Acknowledgment
  7. Section 1: Pedagogy and MUVEs: A Necessary Intersection
    1. Chapter 1: Linking MUVE Education and Best Educational Practices
      1. Abstract
      2. Introduction
      3. Summary
    2. Chapter 2: Mapping Current Teaching and Learning Practices to Multi-User Virtual Environments
      1. Abstract
      2. Introduction
      3. Student Backgrounds
      4. Deconstructing a Traditional Module
      5. Conclusion
    3. Chapter 3: Learning Places
      1. Abstract
      2. Introduction
      3. Conclusion
    4. Chapter 4: Using the Interaction-Combinations Integration Model to Explore Real-Life Learning in User-Created Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. PERSON-PERSON INTERACTION CASE: FIELD RESEARCH IN SECOND LIFE (LAMOUREUX)
      6. PERSON-OBJECT INTERACTION CASE: URBAN PLANNING IN THE GAMING WORLD (THOMAS)
      7. OBJECT-OBJECT INTERACTION CASE: GAS TANK SIMULATION (ALLEN)
      8. DISCUSSION
      9. Conclusion
      10. APPENDIX A: cASE oUTLINE
    5. Chapter 5: Virtual Learning Environments
      1. Abstract
      2. Introduction
      3. A Knowledge Development Model for Virtual Environments
      4. Digital Environments Designed for Learning – Considerations for Practice
      5. Conclusion
    6. Chapter 6: Exploring the Correlation between Online Teacher Dispositions and Practices in Virtual Classrooms and Student Participation and Satisfaction
      1. Abstract
      2. INTRODUCTION
      3. DISPOSITIONS
      4. METHODOLOGY
      5. INSTRUCTOR PARTICIPATION WITH STUDENTS
      6. TONE OF COMMUNICATION WITH STUDENTS
      7. CREATION OF A COMMUNITY OF LEARNERS
      8. CONCLUSION
    7. Chapter 7: Signs and Guideposts
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. VIRTUAL WORLDS AS PART OF AN INSTRUCTIONAL TOOLKIT
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
  8. Section 2: Roadmaps from Theory to Practice
    1. Chapter 8: Collaborative E-Learning Techniques
      1. Abstract
      2. INTRODUCTION
      3. TRADITIONAL COLLABORATIVE LEARNING
      4. COMPUTER SUPPORTED COLLABORATIVE LEARNING
      5. MOODLE AND OPENSIM: AN INTEGRATED APPROACH
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
    2. Chapter 9: How to Build Effective “Edutainment” Experiences in MUVEs
      1. Abstract
      2. INTRODUCTION
      3. GOALS AND REQUIREMENTS
      4. DESIGN OF MUVES-BASED EDUCATIONAL EXPERIENCES
      5. IMPLEMENTATION
      6. EVALUATION
      7. CONCLUSION
    3. Chapter 10: Learning by Building in SL
      1. Abstract
      2. INTRODUCTION
      3. HUMANITIES VISUALIZATION AND VIRTUAL WORLDS
      4. CREATING AND DEPLOYING VIRTUAL LEARNING SPACES
      5. CREATING CULTURAL CONTENT IN SECOND LIFE
      6. LEARNING BY VISITING AND PLAYING
      7. SOME CONCLUSIONS
    4. Chapter 11: Trip to the Virtual Career World
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE DIRECTIONS
      5. CONCLUSION
      6. Appendix A
    5. Chapter 12: Web Based Authoring for Virtual Worlds using PIVOTE
      1. ABSTRACT
      2. BACKGROUND
      3. PIVOTE – WEB-BASED AUTHORING FOR VIRTUAL WORLDS
      4. PIVOTE AUTHORING
      5. CASE STUDIES
      6. THE FUTURE OF PIVOTE
      7. CONCLUSION
    6. Chapter 13: Immersive Education Spaces using Open Wonderland From Pedagogy through to Practice
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. EVALUATION
      5. CONCLUSION
    7. Chapter 14: Teaching and Learning in Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. ADVANTAGES OF MUVEs
      4. DIFFUSION OF INNOVATION
      5. TEACHING AND LEARNING IN SECOND LIFE: A CASE STUDY
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
  9. Section 3: MUVEs in the Classroom – Experiences, Lessons and Applications
    1. Chapter 15: Science through Second Life
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION/FUTURE DIRECTIONS
    2. Chapter 16: Virtual Worlds - Enjoyment, Motivation and Anonymity
      1. ABSTRACT
      2. INTRODUCTION
      3. IDENTITY IN VIRTUAL WORLDS
      4. IDENTITY AND LEARNING
      5. EDUCATION IN VIRTUAL WORLDS
      6. MY METHODOLOGY
      7. TEACHING THE STUDENTS AND THE CURRICULUM ADOPTED
      8. RESULTS CONCLUSION AND FUTURE
      9. CONCLUSION
    3. Chapter 17: Why Videogames are not Teacher-Proof
      1. Abstract
      2. INTRODUCTION
      3. THE ROLE OF NEW TECHNOLOGIES IN CLASSROOMS
      4. OVERVIEW OF THE CASES
      5. CONCLUSIONS AND RECOMMENDATIONS
    4. Chapter 18: Constructing an Experience in a Virtual Green Home
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. BUILDING AN EXPERIENCE
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    5. Chapter 19: Teaching Project Management with Second Life
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. PROJECT MANAGEMENT KNOWLEDGE AREAS AND SECOND LIFE
      5. FUTURE DIRECTIONS
      6. CONCLUSION
    6. Chapter 20: Virtual Team Role Playing
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL JUSTIFICATION AND DEVELOPMENT METHODOLOGY
      4. DEVELOPMENT OF THE LEARNING ENVIRONMENT
    7. Chapter 21: Cross-University Collaborative Learning
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. RESULTS
      5. DISCUSSION AND RESEARCH DIRECTIONS
      6. CONCLUSION
    8. Chapter 22: Object Design in Virtual Immersive Environments
      1. Abstract
      2. INTRODUCTION
      3. BACKGROUND
      4. PROBLEMS, SOLUTIONS, RECOMMENDATIONS, REFLECTIONS
      5. FUTURE RESEARCH DIRECTIONS
    9. Chapter 23: Instructional Design of an Advanced Interactive Discovery Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL FOUNDATON: SOCIAL COMMUNICATION, COGNITIVE IMPRINTING, MEDIA STICKINESS AND THEIR IMPLICATIONS TO ID
      4. RESEARCH CONTEXT
      5. CED COURSE DESIGN
      6. RESEARCH QUESTIONS
      7. METHODS AND DATA COLLECTION
      8. Data Analysis
      9. RESULTS
      10. TEAM COMMUNICATION
      11. CONCLUSION
    10. Chapter 24: Towards Usable Collaborative Virtual Reality Environments for Promoting Listening Comprehension
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND RESEARCH IN COMPUTER ASSISTED LANGUAGE LEARNING (CALL)
      4. THE REALTOWN RESEARCH PROJECT
      5. FUTURE WORK AND CONCLUDING REMARKS
    11. Chapter 25: Second Language Teaching in Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. THE E-LEARNING CONTEXT IN SECOND LIFE
      4. SOCIOLOGICAL PERSPECTIVE OF VIRTUAL WORLDS
      5. THEORETICAL PROPOSAL
      6. Conclusion
      7. APPENDIX
    12. Chapter 26: Teaching Foreign Languages in a Virtual World
      1. ABSTRACT
      2. INTRODUCTION
      3. LESSON PLANS
  10. Compilation of References
  11. About the Contributors
  12. Index