Description

Book Synopsis
Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds.

The book covers a range of research undertaken in virtual worlds.



Table of Contents
1. Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices.- 2. Learning, Teaching and Ambiguity in Virtual Worlds.- 3. The Second Life Researcher Toolkit.- 4. The Schome Park Programme: Exploring Educational Alternatives.- 5. New Literacies in Schome Park.- 6. The Third Place in Second Life: Real Life Community in a Virtual World.- 7. Design and Delivery of Game-based Learning for Virtual Patients in Second Life: Initial Findings.- 8. Learning and Teaching in Virtual Worlds: Boundaries, Challenges and Opportunities.- 9. Mixed-Methods and Mixed-Worlds: Engaging in Globally Distributed User Groups for Extended Evaluation and Studies.- 10. This is not a Game- Social Virtual Worlds, Fun and Learning.

Researching Learning in Virtual Worlds HumanComputer Interaction Series

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    £999.99

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    A Paperback by Anna Peachey, Julia Gillen, Daniel Livingstone

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      View other formats and editions of Researching Learning in Virtual Worlds HumanComputer Interaction Series by Anna Peachey

      Publisher: Springer London
      Publication Date: 05/05/2012
      ISBN13: 9781447125389, 978-1447125389
      ISBN10:

      Description

      Book Synopsis
      Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds.

      The book covers a range of research undertaken in virtual worlds.



      Table of Contents
      1. Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices.- 2. Learning, Teaching and Ambiguity in Virtual Worlds.- 3. The Second Life Researcher Toolkit.- 4. The Schome Park Programme: Exploring Educational Alternatives.- 5. New Literacies in Schome Park.- 6. The Third Place in Second Life: Real Life Community in a Virtual World.- 7. Design and Delivery of Game-based Learning for Virtual Patients in Second Life: Initial Findings.- 8. Learning and Teaching in Virtual Worlds: Boundaries, Challenges and Opportunities.- 9. Mixed-Methods and Mixed-Worlds: Engaging in Globally Distributed User Groups for Extended Evaluation and Studies.- 10. This is not a Game- Social Virtual Worlds, Fun and Learning.

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