Authentic Virtual World Education [electronic resource] : Facilitating Cultural Engagement and Creativity / edited by Sue Gregory, Denise Wood.

Contributor(s): Material type: TextTextPublisher: Singapore : Springer Singapore : Imprint: Springer, 2018Description: XIV, 206 p. 31 illus. online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9789811063824
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 371.33 23
LOC classification:
  • LB1028.3
Online resources:
Contents:
Chapter 1 Pedagogy and Learning for Sustainability in a Virtual World Scaffold -- Chapter 2 Intercultural Competence and Virtual Words -- Chapter 3 Virtual Worlds as Restorative Environments -- Chapter 4 Self-guided Exploration of Virtual Learning Spaces -- Chapter 5 Action-based Learning Assessment in Virtual Training Environments -- Chapter 6 Engagement in Second Life: Language Anxiety and Motivation -- Chapter 7 Cognitive Engagement in Virtual Worlds Language Learning -- Chapter 8 Anticipating Engagement: Pre-Service Teachers' Perceptions of Virtual Worlds -- Chapter 9 Utilising Second Life Machinima-Faciliated Narratives to Support Cognitive and Imaginative Engagement across an Undergraduate Curriculum -- Chapter 10 Decision Making supported by Virtual World Systems vis-à-vis Enterprise Systems’ Uncertainty and Equivocality.
Summary: The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.
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Item type Current library Call number Status Date due Barcode Item holds
Цахим хувилбартай гадаад ном МУБИС Төв номын сан 371.33 (Browse shelf(Opens below)) Available
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Chapter 1 Pedagogy and Learning for Sustainability in a Virtual World Scaffold -- Chapter 2 Intercultural Competence and Virtual Words -- Chapter 3 Virtual Worlds as Restorative Environments -- Chapter 4 Self-guided Exploration of Virtual Learning Spaces -- Chapter 5 Action-based Learning Assessment in Virtual Training Environments -- Chapter 6 Engagement in Second Life: Language Anxiety and Motivation -- Chapter 7 Cognitive Engagement in Virtual Worlds Language Learning -- Chapter 8 Anticipating Engagement: Pre-Service Teachers' Perceptions of Virtual Worlds -- Chapter 9 Utilising Second Life Machinima-Faciliated Narratives to Support Cognitive and Imaginative Engagement across an Undergraduate Curriculum -- Chapter 10 Decision Making supported by Virtual World Systems vis-à-vis Enterprise Systems’ Uncertainty and Equivocality.

The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.

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