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3D Virtual Worlds in Higher Education

  • Lucia Rapanotti
  • , Shailey Minocha
  • , Leonor Barroca
  • , Maged N. Kamel Boulos
  • , David R. Morse

Producción científica: Other chapter contribution

5 Citas (Scopus)

Resumen

3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband connections and efforts towards their tighter integration with current 2D Web environments. Besides traditional gaming and entertainment applications, some serious propositions are starting to emerge for their use, particularly in education, where they are perceived as enablers of active learning, learning by doing, and knowledge construction through social interaction. However, there is still little understanding of how 3D virtual worlds can be designed and deployed effectively in the education domain, and many challenges remain. This chapter makes a contribution towards such an understanding by reporting on three notable case studies at the authors’ own institutions, which have pioneered the use of Second Life, a 3D virtual world, in higher education.
Idioma originalEnglish
Título de la publicación alojadaInformed Design of Educational Technologies in Higher Education
Subtítulo de la publicación alojadaEnhanced Learning and Teaching
EditoresAnders D. Olofsson, J. Ola Lindberg
EditorialIGI Global
Páginas212-240
Número de páginas29
ISBN (versión digital)9781613500811
ISBN (versión impresa)9781613500804
DOI
EstadoPublished - 2012

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