In November 2008, the inaugural Research and Learning in Virtual Environments conference (see www.open.ac.uk/relive08) was considered a success by many measures, but perhaps most strikingly in that it served to illustrate the groundswell of Higher Education institutes that are turning their attentions to the vast learning potential of virtual world environments. Whether academic or predominantly practitioner-based, delegates including this chapter’s authors (who, incidentally, embrace aspects of both roles) were left inspired by numerous success stories where the use of virtual worlds had created a meaningful, positive learning experience for both students and staff within Higher Education institutions. Whilst ReLIVE is by no means the o...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Original paper can be found at: http://www.open.ac.uk/relive08/documents/ReLIVE08_conference_proceed...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for t...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
Previous studies show that online virtual worlds can contribute to the social aspects of distance le...
Continuing advances and reduced costs in computational power, graphics and network bandwidth have le...
Learning experiences within Multi User Virtual Environments (MUVE’s) focus on discovery and active e...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Original paper can be found at: http://www.open.ac.uk/relive08/documents/ReLIVE08_conference_proceed...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for t...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
Previous studies show that online virtual worlds can contribute to the social aspects of distance le...
Continuing advances and reduced costs in computational power, graphics and network bandwidth have le...
Learning experiences within Multi User Virtual Environments (MUVE’s) focus on discovery and active e...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating hi...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...