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V-Learning

Distance Education in the 21st Century Through 3D Virtual Learning Environments

Specificaties
Gebonden, 182 blz. | Engels
Springer Netherlands | 2010e druk, 2010
ISBN13: 9789048136209
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Springer Netherlands 2010e druk, 2010 9789048136209
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Samenvatting

Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education.

Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how powerful these environments can be in the arena of education, and concludes that data-driven practice will ensure almost universal take-up, even among those currently unwilling to use V-learning. The authors provide numerous practical examples of distance learning in its current state of development, as well as making informed predictions about how future environments might evolve.

This much-needed book is right at the cutting edge of its subject, and comes at a time when research in both educational gaming and distance learning are converging.

Specificaties

ISBN13:9789048136209
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:182
Uitgever:Springer Netherlands
Druk:2010

Inhoudsopgave

Dedication
To my father who I lost during writing this book

Foreword
By John Falchi

Acknowledgement
To those who impacted the writing of this book

Chapter 1
Distance Learning in the 21st Century

Chapter 2
Millennials and Why They Fail in Distance Learning Environments

Chapter 3
The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance
Education

Chapter 4
Use of Virtual Learning Environments in Distance Education

Chapter 5
Serious Games, Simulations, and Case Based Reasoning

Chapter 6
The Role of Synchronous Interactions Within Higher Education Distance Education Courses

Chapter 7
Presence, Identity, Self-Representation and Perspective Taking Within Virtual Online Courses

Chapter 8
Situated Learning and Engagement in Distance Education

Chapter 9
Learning, Psycho-Cognition and Flow

Chapter 10
Assessing and Evaluating Virtual World Effectiveness

Chapter 11
Tri-Hybrid Learning

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