This chapter is about how to make an effective use of MUVEs (Multi-Users Virtual Environments) in formal education. It draws on the authors’ experience with four different programs deployed since 2002 involving, so far, more than 9,000 students from 18 European countries including Israel and the USA. The chapter is intended as a set of “lessons learned” on all of the relevant aspects of this kind of enterprise, from design to implementation and actual deployment. It is therefore meant as a short “users” guide for building effective and engaging edutainment experiences in virtual worlds
This paper discusses the requirements for Virtual Learning Environments from a didactical and implem...
Virtual environments are more and more used in primary schools. One of the most interesting potentia...
Digitally based courses and their online delivery are rapidly expanding access to learning opportuni...
This chapter is about how to make an effective use of MUVEs (Multi-Users Virtual Environments) in f...
This chapter is about how to make an effective use of MUVEs (Multi-Users Virtual Environments) in fo...
Multi-User Virtual Environments are often used to support learning in formal and informal educationa...
Between 2002 and 2008, we have developed and deployed four educational programs based on Multi-Users...
Multi-user virtual environments have been mostly used for leisure or entertainment applications. Pol...
The chapter will explain the role of scenario-based MUVES and educational games in science education...
How can we include entertainment into an ITC-based educational experience? Edutainment is the blend...
There are now several implementations of multi-user virtual environments (MUVEs) that have produced ...
This paper is about how serious games based on MUVEs in formal education can foster collaboration. M...
This National Science Foundation funded project utilizes graphical multi-user virtual environments (...
Virtual learning environments offer a novel environment through which teachers can engage students i...
Multi-User Virtual Environments (MUVEs) have been found to be engaging and provide an environment in...
This paper discusses the requirements for Virtual Learning Environments from a didactical and implem...
Virtual environments are more and more used in primary schools. One of the most interesting potentia...
Digitally based courses and their online delivery are rapidly expanding access to learning opportuni...
This chapter is about how to make an effective use of MUVEs (Multi-Users Virtual Environments) in f...
This chapter is about how to make an effective use of MUVEs (Multi-Users Virtual Environments) in fo...
Multi-User Virtual Environments are often used to support learning in formal and informal educationa...
Between 2002 and 2008, we have developed and deployed four educational programs based on Multi-Users...
Multi-user virtual environments have been mostly used for leisure or entertainment applications. Pol...
The chapter will explain the role of scenario-based MUVES and educational games in science education...
How can we include entertainment into an ITC-based educational experience? Edutainment is the blend...
There are now several implementations of multi-user virtual environments (MUVEs) that have produced ...
This paper is about how serious games based on MUVEs in formal education can foster collaboration. M...
This National Science Foundation funded project utilizes graphical multi-user virtual environments (...
Virtual learning environments offer a novel environment through which teachers can engage students i...
Multi-User Virtual Environments (MUVEs) have been found to be engaging and provide an environment in...
This paper discusses the requirements for Virtual Learning Environments from a didactical and implem...
Virtual environments are more and more used in primary schools. One of the most interesting potentia...
Digitally based courses and their online delivery are rapidly expanding access to learning opportuni...