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Teaching through Multi-User Virtual Environments

Book Description

In the last few years, educators have become familiar with the concept of online education through the use of tools such as “Blackboard,” “WebCT,” and other online course delivery systems.Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom highlights the work of educators daring enough to teach in these new frontiers of education. This timely publication is a must-read for all educators and practitioners, of any subject and at any level, who wish to incorporate a dynamic online element to their classroom. It is also meant for researchers of education, computer science, and instructional technologies. Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom is a one-stop resource for practices, as well as research activities, within the domain on Multi-User Virtual Environments.

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. Foreword
  6. Preface
  7. Acknowledgment
  8. Section 1: Ideas, Perspectives, and Education
    1. Chapter 1: Overcoming Objections to MUVEs in Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COMMON OBJECTIONS TO MUVES
      5. MAKING THE CASE FOR MUVES IN EDUCATION
    2. Chapter 2: The Recursive Knowledge Development Model for Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. DIGITAL INTELLIGENCE: A RESPONSE TO DIGITAL ENVIRONMENTS
      4. THE CONFLICT
      5. DIGITAL ENVIRONMENTS DESIGNED FOR LEARNING: SUPPORTING THEORIES
      6. COGNITIVE THEORIES
      7. VIRTUAL ENVIRONMENTS DESIGNED FOR LEARNING: CONSIDERATIONS FOR PRACTICE
    3. Chapter 3: The Techno-Pedagogical Context of Distance Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. THE CONCEPTUAL ROOTS OF DISTANCE LEARNING
      4. THE CONCEPTUAL ROOTS OF TECHNOLOGY: THE INTERNET
      5. THE BIRTH OF THE MODERN DAY INTERNET
      6. EVOLUTION OF INFORMATION SHARING
      7. OTHER PROTOCOLS AND TOOLS
      8. CONCLUSIONS AND FUTURE RESEARCH DIRECTIONS
    4. Chapter 4: ICT Applications in U.S. Higher Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ICTS: APPLICATIONS, DRIVERS AND BARRIERS
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    5. Chapter 5: Digital Intelligence
      1. ABSTRACT
      2. INTRODUCTION
      3. KNOWLEDGE, WAYS OF KNOWING AND INTELLIGENCE
      4. MULTIPLE INTELLIGENCE THEORY
      5. CONCLUSION
    6. Chapter 6: Faculty Professional Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. FACULTY DEVELOPMENT
      4. DEVELOPING TEACHING AND ASSESSMENT COMPETENCES IN A BLENDED ENVIRONMENT
      5. FACULTY’S ELECTRONIC PORTFOLIO
  9. Section 2: Elements of Education in Virtual Environments
    1. Chapter 7: The Affordances of Second Life for Education
      1. ABSTRACT
      2. A THEORY OF MEANINGFUL LEARNING USING TECHNOLOGY
      3. CONCLUSION
      4. TO LEARN MORE
    2. Chapter 8: Learning in Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. INSTRUCTIONAL STRATEGIES
      5. RESEARCH QUESTIONS
    3. Chapter 9: CSCL Techniques in Collaborative Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COMPARATIVE STUDY OF CVE PLATFORMS
      5. THEORETICAL VALIDATION OF SECOND LIFE POTENTIAL TO SUPPORT COLLABORATIVE E-LEARNING SCENARIOS
      6. FEATURES IMPLEMENTED INTO SECOND LIFE
      7. CONCLUSION
    4. Chapter 10: Designing Web-Based Educational Virtual Reality Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DESIGNING ANALYSIS
      5. A PROTOTYPE ENVIRONMENT
      6. FUTURE RESEARCH DIRECTION
      7. CONCLUSION
    5. Chapter 11: Teaching in the Virtual Theatre Classroom
      1. ABSTRACT
      2. INTRODUCTION
      3. TEACHING IN MUVES
      4. THEATRE INSTRUCTION IN SECOND LIFE
      5. THE COURSE: THEATRE TECHNOLOGY
      6. ENTERING THE VIRTUAL WORLD
      7. GUEST SPEAKERS AND ROLE-PLAYING
      8. CONVENTIONAL THINKING
      9. THE FINAL STEP
      10. BRIEF REFLECTION
      11. FUTURE RESEARCH DIRECTIONS
      12. CONCLUSION
    6. Chapter 12: Case Study of ASCIT
      1. ABSTRACT
      2. INTRODUCTION
      3. DESIGN PHASE I: NEEDS AND TASK ANALYSIS
      4. DESIGN PHASE II: FUNCTIONAL ANALYSIS
      5. DESIGN PHASE III: TECHNICAL DEVELOPMENT
      6. DESIGN PHASE IV: EVALUATION OF THE PROTOTYPE
      7. DISCUSSION
      8. CONCLUSION
    7. Chapter 13: Staging Second Life in Real and Virtual Spaces
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. ELECTRONIC ARTS: VISUAL THEATRE
      5. Appendix 1: Evaluation Instrument
    8. Chapter 14: The Benefits and Unanticipated Challenges in the Use of 3D Virtual Learning Environments in the Undergraduate Media Arts Curriculum
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CASE STUDIES
      5. CONCLUSION
  10. Section 3: Perspectives of Language Learning
    1. Chapter 15: Task Design for Language Learning in an Embodied Environment
      1. ABSTRACT
      2. INTRODUCTION: CONTEXTUALISATION, OBJECTIVES AND OVERVIEW
      3. BACKGROUND: BRIEF OVERVIEW OF SECOND LANGUAGE ACQUISITION AND ITS RELATION TO PEDAGOGY
      4. MAIN FOCUS OF THE CHAPTER
      5. TASK EXPERIENCES AND TASK DESIGN
      6. CONCLUSION
    2. Chapter 16: Multi-User Virtual Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DESIGN, IMPLEMENTATION, & EVALUATION OF MUVES IN LANGUAGE LEARNING
      5. CONCLUSION
    3. Chapter 17: Foreign Language Instruction in a Virtual Environment
      1. ABSTRACT
      2. INTRODUCTION
      3. PRACTICAL AND THEORETICAL EXPLORATION OF FOREIGN LANGUAGE INSTRUCTION IN A VIRTUAL WORLD
      4. SUMMARY
    4. Chapter 18: Education-Oriented Research Activities Conducted in Second Life
      1. ABSTRACT
      2. INTRODUCTION
      3. SECOND LIFE IN HIGHER EDUCATION
      4. RESEARCH ON SOCIAL FACTORS IN SL IN EDUCATION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
  11. Section 4: Techniques, Applications, and Design for Education Using Virtual Environments
    1. Chapter 19: Enhancing tertiary healthcare education through 3D MUVE-based simulations
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND: THE CASE FOR SIMULATIONS IN HEALTHCARE EDUCATION
      4. CHALLENGES AND BARRIERS TO THE USE OF 3D MUVE-BASED SIMULATIONS IN HEALTHCARE EDUCATION
      5. CONCLUSION: IMPLICATIONS AND RECOMMENDATIONS FOR PRACTICE AND FUTURE RESEARCH
    2. Chapter 20: New Augmented Reality Applications
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. AUGMENTED REALITY AND INORGANIC CHEMISTRY EDUCATION
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
    3. Chapter 21: Interactive Models Based on Virtual Reality Technology Used in Civil Engineering Education
      1. ABSTRACT
      2. INTRODUCTION
      3. 3D MODELS IN ENGINEERING / ARCHITECTURE ACTIVITY
      4. VIRTUAL REALITY MODELS IN EDUCATION
      5. LEARNING ASPECTS
      6. CONCLUSION
    4. Chapter 22: Subject Matter Content Creation for Second Life Delivery
      1. ABSTRACT
      2. INTRODUCTION
      3. LITERATURE REVIEW
      4. USING SECOND LIFE TOOLS
      5. THE EXERCISES
      6. FINAL THOUGHTS
      7. CONCLUSION
    5. Chapter 23: New Life for Corporate Training
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCLUSION
    6. Chapter 24: Self-Developing a MUVE for Research and Educational Innovations
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND MINIMIUM HARDWARE AND SOFTWARE
      4. THE FUNDAMENTAL SKILLS
      5. SKILL 1 MODELING
      6. SKILL 2 TEXTURE MAPPING
      7. FUTURE DIRECTIONS
      8. READILY IMPLEMENTABLE EDUCATIONAL APPLICATIONS
      9. CONCLUSION
    7. Chapter 25: Collaborative Learning through Flexible Web CVE
      1. ABSTRACT
      2. INTRODUCTION
      3. WEBTALK04
      4. CONCLUSION
  12. Compilation of References
  13. About the Contributors