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Utilizing Virtual and Personal Learning Environments for Optimal Learning

Book Description

The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. Utilizing Virtual and Personal Learning Environments for Optimal Learning expertly combines informative chapters and relevant case studies on the effective use of technology to enhance online education for students of varying learning styles and abilities. This publication is an essential reference source for educators, researchers, professionals, and upper-level students with an interest in leveraging digital technologies and virtual environments to enhance personalization in learning. This publication features timely research and case studies focused on online teaching and learning techniques in higher education including immersive technologies, research methodologies, and pedagogical designs.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Foreword
    1. REFERENCES
  6. Preface
    1. THE GAP BETWEEN EDUCATIONAL ORGANIZATIONS AND PERSONAL KNOWLEDGE-BUILDING
    2. PROSPECTIVE AUDIENCE
    3. SOLUTIONS
    4. ORGANIZATION OF THE BOOK
    5. CONCLUSION
    6. REFERENCES
  7. Section 1: Applications of Immersive Learning Environments
    1. Chapter 1: Eight Years of Utilizing Virtual Worlds for Education
      1. ABSTRACT
      2. INTRODUCTION
      3. CASE STUDY NO. 1: WORKING WITH TEACHERS AND STUDENTS (BRINGING VIRTUAL WORLDS INTO A VOCATIONAL CONSTRUCTION SCHOOL)
      4. CASE STUDY NO. 2: WORKING WITHIN INSTITUTIONAL SETTINGS (DEALING WITH THE GATEKEEPERS)
      5. CASE STUDY NO. 3: WORKING WITHIN THE TEAM (THE NEED FOR AGILITY)
      6. CASE STUDY NO. 4: WORKING WITH THE TECHNOLOGY (THE AVATAR PROJECT)
      7. DISCUSSION AND CONCLUSION
      8. REFERENCES
    2. Chapter 2: Teacher Perceptions of the Practicality and Effectiveness of Immersive Ecological Simulations
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODS
      4. RESULTS
      5. DISCUSSION
      6. ONLINE STUDY
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
    3. Chapter 3: Students as Designers of Virtual World Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. LITERATURE REVIEW
      5. METHODOLOGY
      6. DESIGNING A VIRTUAL WORLD LEARNING ENVIRONMENT
      7. FROM SECOND LIFE TO SIM-ON-A-STICK
      8. PRE-SERVICE TEACHERS AND CHILDREN AS VIRTUAL WORLD DESIGNERS
      9. CONCLUSION
      10. REFERENCES
    4. Chapter 4: Teacher-Created Augmented Reality Experiences
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    5. Chapter 5: Using Massively Multiplayer Role Playing Games (MMORPGs) to Support Second Language Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. PREVIOUS RESEARCH
      5. RESEARCH QUESTIONS
      6. RESEARCH METHODOLOGY
      7. RESULTS
      8. DISCUSSION
      9. CONCLUSION
      10. REFERENCES
  8. Section 2: Personal Learning Environments
    1. Chapter 6: Participation and Interaction in Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESEARCH QUESTIONS
      5. METHODOLOGY
      6. RESULTS
      7. CONCLUSION
      8. REFERENCES
    2. Chapter 7: Trajectory of an Institutional PLE in Higher Education Based on an e-Portfolios System
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE STUDY
      5. RESEARCH RESULTS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    3. Chapter 8: Applying E-Portfolio Evaluation Criteria to the Blackboard LMS E-Portfolio
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. DESIGN AND DEVELOPMENT OF LMSEC EVALUATION FRAMEWORK
      4. 3. METHOD USED FOR LITERATURE-BASED INVESTIGATION
      5. 4. THE LITERATURE SEARCH
      6. 5. PREVIOUS STUDIES THAT INFORMED OUR FRAMEWORK
      7. 6. THE EVALUATION CRITERIA
      8. 7. RESULTS
      9. 8. DISCUSSION
      10. 9. SUMMARY
      11. 10. CONCLUSION
      12. REFERENCES
      13. APPENDIX
    4. Chapter 9: Revisiting the Effects and Affordances of Virtual Manipulatives for Mathematics Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL PERSPECTIVE
      4. RESEARCH QUESTIONS
      5. METHODS
      6. RESULTS
      7. DISCUSSION
      8. CONCLUSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
  9. Section 3: Identity, Community, and Citizenship
    1. Chapter 10: Identity, Citizenship, and Moral Constructs from the Virtual Self
      1. ABSTRACT
      2. INTRODUCTION
      3. DEMOCRATIC ENGAGEMENT
      4. THE PROJECT
      5. DISCUSSION
      6. CONCLUSION
      7. REFERENCES
    2. Chapter 11: Facilitating Communities of Practice in Online Immersive Learning Environments
      1. ABSTRACT
      2. INTRODUCTION
      3. INTERACTIVITY, PRESENCE, AND COMMUNITY IN ONLINE LEARNING
      4. PURPOSE OF THIS STUDY
      5. METHODS
      6. FINDINGS
      7. DISCUSSION
      8. LIMITATIONS
      9. IMPLICATIONS FOR FUTURE RESEARCH
      10. CONCLUSION
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
  10. Section 4: Emerging Research Methodologies
    1. Chapter 12: A Research Lens for Studying Power in Learning Games
      1. ABSTRACT
      2. INTRODUCTION
      3. CHALLENGES: LEARNING GAME IMPLEMENTATION
      4. LITERATURE REVIEW
      5. INTRODUCTION TO A METHOD: CRITICAL CINÉETHNOGRAPHY
      6. EXAMPLE AND DISCUSSION
      7. CONCLUSION
      8. REFERENCES
    2. Chapter 13: Design-Based Research with AGILE Sprints to Produce MUVES in Vocational Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. APPROACHES TO EDUCATIONAL MUVE DESIGN
      5. SOFTWARE DEVELOPMENT
      6. DESIGN BASED RESEARCH WITH AGILE SPRINTS
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
  11. Compilation of References
  12. About the Contributors