Design for Learning in Virtual Worlds

Author: Brian C. Nelson
Publisher: Routledge
ISBN: 1136863036
Format: PDF, ePub
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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: • the history and evolution of virtual worlds • the theories behind the use of virtual worlds for learning • the design of curricula in virtual worlds • design guidelines for elements experienced in virtual worlds that support learning • design guidelines for learning quests and activities in virtual worlds. The authors also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, a framework and methodology is provided to assist professionals in evaluating "off-the-shelf" virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional resource and as a textbook for courses within Educational Technology, Learning Sciences, and Library Media programs that focus on gaming or online learning environments.

Emerging Tools and Applications of Virtual Reality in Education

Author: Choi, Dong Hwa
Publisher: IGI Global
ISBN: 1466698381
Format: PDF, Kindle
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Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches

Author: Felicia, Patrick
Publisher: IGI Global
ISBN: 1609604962
Format: PDF, ePub, Mobi
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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.

Educational Technology Use and Design for Improved Learning Opportunities

Author: Khosrow-Pour, Mehdi
Publisher: IGI Global
ISBN: 1466661038
Format: PDF, ePub, Mobi
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The rise of technology within educational settings has allowed for a substantial shift in the way in which educators teach learners of all ages. In order to implement these new learning tools, school administrators and teachers alike must seek new research outlining the latest innovations in the field. Educational Technology Use and Design for Improved Learning Opportunities presents broad coverage of topics pertaining to the development and use of technology both in and out of the classroom. Including research on technology integration in K-12, higher education, and adult learning, this publication is ideal for use by school administrators, academicians, and upper-level students seeking the most up-to-date tools and methodologies surrounding educational technology.

Interdisciplinary Approaches to Distance Teaching

Author: Alan Blackstock
Publisher: Routledge
ISBN: 1317439511
Format: PDF, Docs
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Synchronous technologies, particularly interactive video conferencing (IVC), are becoming common modes of teaching and delivering college courses. The increasing popularity of IVC in the U.S. and abroad calls for more pedagogically effective practices for instructors using this technology. This volume focuses on innovative and proven approaches to IVC teaching in a variety of disciplines: English, history, biology, chemistry, geology, engineering, social work, and elementary and special education. Contributors hail from a pioneering university at the forefront of distance education and understand the practice and potential of IVC teaching at the highest levels. Chapters outline the challenges and benefits of IVC teaching from pedagogical, technical, and administrative perspectives.

Increasing Student Engagement and Retention Using Immersive Interfaces

Author: Charles Wankel
Publisher: Emerald Group Publishing
ISBN: 1781902402
Format: PDF, Docs
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Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation 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, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.

Teaching Arts and Science with the New Social Media

Author: Charles Wankel
Publisher: Emerald Group Publishing
ISBN: 0857247824
Format: PDF, Docs
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Covers a range of approaches to applying social media in teaching arts and science courses. This title covers collaborative social media in writing courses, the use of wikis as a platform for co-creation of digital content, and powerful data sharing.

Interdisciplinary Advancements in Gaming Simulations and Virtual Environments Emerging Trends

Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1466600306
Format: PDF, Mobi
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Gaming has long been a means for humans to share knowledge, learn new concepts, and escape the constraints of reality. Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends investigates the role of games and computer-mediated simulations in a variety of environments, including education, government, and business. Exploring psychological, social, and cultural implications of games and simulations, as well as policies related to their design and development, this reference aims to support the work of researchers in this growing field, as well as bridge the gap between theory and practice in the application of electronic games to everyday situations.

The SAGE Handbook of Digital Technology Research

Author: Sara Price
Publisher: SAGE
ISBN: 1446287084
Format: PDF, Kindle
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Research on and with digital technologies is everywhere today. This timely, authoritative Handbook explores the issues of rapid technological development, social change, and the ubiquity of computing technologies which have become an integrated part of people's everyday lives. This is a comprehensive, up-to-date resource for the twenty-first century. It addresses the key aspects of research within the digital technology field and provides a clear framework for readers wanting to navigate the changeable currents of digital innovation. Main themes include: - Introduction to the field of contemporary digital technology research - New digital technologies: key characteristics and considerations - Research perspectives for digital technologies: theory and analysis - Environments and tools for digital research - Research challenges Aimed at a social science audience, it will be of particular value for postgraduate students, researchers and academics interested in research on digital technology, or using digital technology to undertake research.