Multi-User Virtual Environment to enhance student learning in physics: An approach using interactive media and intelligent agents -- Factors affecting primary school students' learning experience when using MUVEs: Development and validation of a scale -- Does Experiential Learning in 3D Virtual Worlds Promote Learner Autonomy? -- Create-and-learn: Education in a Synthetic Learning Environment -- The Added Value of the Hybrid Virtual Learning Approach: Using Virtual Environments in the Real Classroom -- Team-Based Learning and Team-Based Playing: How World of Warcraft and Similar Games Can Make Better Learners -- Collaborative Learning in The Radix Endeavor -- Contextualizing Language Learning with Street View Panoramas: Task Design -- Corporate Learning in 3D Virtual Environments: A Case Study -- Creating Contexts for Collaborative Learning in a 3D Virtual World for Distance Education -- Creating Effective Virtual World Learning environments through Identity, Community, Narrative, and Space -- Designing learning spaces for science education: sharing good practice for MUVE integration in computer science classes -- Differentiating Learning in Multi-User Virtual Environments to Support Good Practice in the Modern Classroom -- EcoMUVE: A Case Study on the Affordances of MUVEs in Ecosystem Science Education.
Summary:
"This book explores and identify the unique technological affordances and distinct instructional benefits of MUVE that distinguish itself from other emerging technologies, examines the pedagogical underpinnings and frameworks that guide the design, development, and implementation of MUVE in education, and identifies current exemplary uses of MUVE in various fields across different educational settings"-- Provided by publisher.
Series:
Advances in educational technologies and instructional design (AETID) book series, 2326-8905
This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.