Virtual worlds can establish a stimulating environment to support a situated learning approach in which students simulate a task within a safe environment. While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative—often OpenSim-based—solutions deployed within the educational community. By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid “fake” avatars so people behind these avatars can be held accountable for their actions
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Situations shape how we learn and who we are. This chapter reviews two case-studies in order to iden...
Virtual worlds have been with us since the mid-1980s, defined as ‘A synchronous and persistent netwo...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Technological advances have altered how, where, when, and what information is created, presented and...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
This paper describes and discusses a case study of postgraduate students undertaking accident invest...
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Situations shape how we learn and who we are. This chapter reviews two case-studies in order to iden...
Virtual worlds have been with us since the mid-1980s, defined as ‘A synchronous and persistent netwo...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Technological advances have altered how, where, when, and what information is created, presented and...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Social Networking has been a global consumer phenomenon during the last few years. Online communitie...