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This volume was first published by Inter-Disciplinary Press in 2012. A collection of papers presented at the 2nd Global Conference on Experiential Learning in Virtual Worlds, held in Prague, Czech Republic. Presenters discussed their research on the impact of utilizing virtual worlds for educational purposes. Presenters also discussed the influence virtual worlds have on concepts such as identity, learning and interaction.
This book presents a challenging and multi-faceted research project that required state-of-the-art methodological approaches. The project involved analyzing data collected from 10,000 research articles published in ten leading journals in the area of educational technology over 20 years, from January 1994 to December 2014; advanced analytic approaches such as latent semantic analysis; and expert insights and interpretations of the subject matter. It captures the trends in a number of research streams within the discipline of educational technology and identifies the point in time when a massive change took place. This is a significant achievement given that, in epistemology and philosophy of...
Virtual Reality in Higher Education: Instruction for the Digital Age brings to the foreground how Virtual Reality, using headsets in educational and training programs, is already beginning to be used in higher education. The book is the result of research to determine where and how virtual reality is being used in higher education, recruitment, and athletics. The book cites specific examples and methods used in teaching, training, and recruitment that would be of interest to faculty and administrators in community colleges and universities. The book is written to help faculty to understand the potential of VR for education, administrators to see possibilities for student recruitment, and athletic directors and sports program coaches to determine the advantage of new avenues for successful training. It is critical that faculty and administrators investigate the potential of VR for teaching, learning, recruitment, and athletics. This technology provides an immersive method that could create serious changes in how faculty teach, students learn, institutions recruit, and athletic programs train.
"There are two important facts which need to be remembered about e-Learning. The first is that there has seldom been a subject more fashionable and the second is that there has seldom been a subject which is more open to misunderstanding. It is obvious to nearly everyone that education throughout the world is under pressure to change. Education is expensive, or even education is extremely expensive. As the world transforms from highly individualist economies into economies that want to be regarded as global players so the demand for education soars. As the demand grows so does the cost of delivery. Now we talk about mass education which scares some of the older members of the education establishment.There are few people today who would oppose the view that e-learning has to become an integral part of the education of the future. And indeed, when e-Learning is correctly employed it can be highly effective and cost efficient." --Back cover.
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Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a ...
Indexes the Times, Sunday times and magazine, Times literary supplement, Times educational supplement, Times educational supplement Scotland, and the Times higher education supplement.
This oversized book is the comprehensive companion to the art and making of the The Venture Bros. and includes a foreword by Patton Oswalt! Ken Plume sits down with series creators Jackson Publick and Doc Hammer to have a conversation about the creation of every single episode through season six and much more. From the earliest sketches of Hank and Dean scribbled in a notebook, pitching the series to Cartoon Network's Adult Swim, learning the ins and outs of animation, character designs for each season, storyboards, painted backgrounds, behind-the-scenes recollections of how the show came together, it's all here. Features behind-the-scenes info and art covering every episode of all six seasons. Written by Venture Bros. creators Jackson Publik and Doc Hammer, with an introduction by Patton Oswalt. An all-encompassing look at the characters, art, history and influences of the beloved series. Never before seen Venture Bros. artwork!