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Chapters in this book
- Frontmatter i
- CONTENTS v
- List of Abbreviations vii
- List of Tables and Figures ix
- Acknowledgements xiii
- Foreword xv
- Introduction xix
-
PART ONE. HUMAN–COMPUTER INTERACTION
- 1 Navigation and Wayfinding in Learning Spaces in 3D Virtual Worlds 1
- 2 Communication Modality, Learning, and Second Life 43
- 3 Virtual Body: Implications for Identity, Interaction, and Didactics 67
- 4 (In)Accessible Learning in Virtual Worlds 87
- 5 Benefits of Second Life in the Ageing Population 117
- 6 The Reality of Authentic Learning in Virtual Worlds 129
-
PART TWO. ADVANCED TECHNOLOGY
- 7 Conversational Agents in Second Life: Freudbot 153
- 8 Virtual Bots: Their Influence on Virtual Worlds, and How They Can Increase Interactivity and Immersion through VirtualPREX 167
-
PART THREE. LEARNING DESIGN AND IMPLEMENTATION
- 9 Analyzing Teaching Practices in Second Life: A Design Taxonomy for the Implementation of Workshops in Virtual Worlds 193
- 10 Netconnect Virtual Worlds: Results of a Learning Experience 227
- 11 Scaffolding Learning Through the Use of Virtual Worlds 241
- 12 Challenges and Strategies in Designing Cross-national Learning: Team Projects in Virtual Worlds 261
- 13 Introduction to Laws Relevant to Virtual Worlds in Higher Education 275
- Conclusion 295
- List of Contributors 307
- Index 315
Chapters in this book
- Frontmatter i
- CONTENTS v
- List of Abbreviations vii
- List of Tables and Figures ix
- Acknowledgements xiii
- Foreword xv
- Introduction xix
-
PART ONE. HUMAN–COMPUTER INTERACTION
- 1 Navigation and Wayfinding in Learning Spaces in 3D Virtual Worlds 1
- 2 Communication Modality, Learning, and Second Life 43
- 3 Virtual Body: Implications for Identity, Interaction, and Didactics 67
- 4 (In)Accessible Learning in Virtual Worlds 87
- 5 Benefits of Second Life in the Ageing Population 117
- 6 The Reality of Authentic Learning in Virtual Worlds 129
-
PART TWO. ADVANCED TECHNOLOGY
- 7 Conversational Agents in Second Life: Freudbot 153
- 8 Virtual Bots: Their Influence on Virtual Worlds, and How They Can Increase Interactivity and Immersion through VirtualPREX 167
-
PART THREE. LEARNING DESIGN AND IMPLEMENTATION
- 9 Analyzing Teaching Practices in Second Life: A Design Taxonomy for the Implementation of Workshops in Virtual Worlds 193
- 10 Netconnect Virtual Worlds: Results of a Learning Experience 227
- 11 Scaffolding Learning Through the Use of Virtual Worlds 241
- 12 Challenges and Strategies in Designing Cross-national Learning: Team Projects in Virtual Worlds 261
- 13 Introduction to Laws Relevant to Virtual Worlds in Higher Education 275
- Conclusion 295
- List of Contributors 307
- Index 315