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Higher education in virtual worlds : teaching and learning in Second Life /

The use of virtual world platforms is still in its infancy and many educators are wondering how best to use such platforms as a complement to their teaching and facilitation strategies. Targeted at educators and researchers wishing to use virtual environments in their teaching practice "Higher...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Wankel, Charles, Kingsley, Jan
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Bingley, U.K. : Emerald Group Pub., 2009.
Edición:1st ed.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Higher education in virtual worlds :  |b teaching and learning in Second Life /  |c edited by Charles Wankel, Jan Kingsley. 
250 |a 1st ed. 
260 |a Bingley, U.K. :  |b Emerald Group Pub.,  |c 2009. 
300 |a 1 online resource (viii, 256 pages) :  |b illustrations (chiefly color) 
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520 |a The use of virtual world platforms is still in its infancy and many educators are wondering how best to use such platforms as a complement to their teaching and facilitation strategies. Targeted at educators and researchers wishing to use virtual environments in their teaching practice "Higher Education in Second Life" provides practical advice specifically for educators in higher education. This book focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning. "Second Life" provides a platform where people can meet and collaborate, teach and learn, play roles and live through experiences. For the experienced this publication provides case studies and ideas for implementing effective learning experiences, for the novice it offers suggestions for overcoming potential barriers and joining the community of 'new frontier educators'. It has a broad appeal to educators from a wide range of disciplines, from the academic community, to training and development managers, and companies with corporate universities looking to reduce their costs through the use of technology and distance learning. 
505 0 |a Front cover; Higher Education in Virtual Worlds: Teaching and Learning in Second Life; Copyright page; Contents; List of Contributors; Acknowledgments; Introduction; 1. Why This Book?; 2. Why Second Life?; 3. Structure and Content of This Book; 4. Some Initial Conclusions Arising; References; Chapter 1. Overcoming the Entry Barriers to Second Life in Higher Education; 1.1. Introduction; 1.2. Institutional Barriers; 1.3. The Hype Cycle; 1.4. Recommendations Relating to Institutional Barriers; 1.5. Pedagogical Barriers; 1.6. Protocols; 1.7. ''But...it's a Game...''; 1.8. Technology Barriers 
505 8 |a 1.9. Recommendations Relating to Technology Barriers1.10. End-User Barriers; 1.11. Recommendations Relating to End-User Barriers; 1.12. Conclusions; 1.13. Recommendations; References; Chapter 2. Communication Challenges and Opportunities for Educators Using Second Life; 2.1. Introduction; 2.2. The Technology; 2.3. Interpersonal and Group Communication in CMC Contexts; 2.4. Interpersonal Uncertainty Reduction and Relationship Development; 2.5. Interpersonal Expression and Identity; 2.6. Group Communication and Participation; 2.7. Interpersonal and Group Communication in Second Life 
505 8 |a 2.8. Method2.9. Results; 2.10. Discussion and Implications; References; Chapter 3. Inclusion Benefits and Barriers of ''Once-Removed'' Participation; 3.1. Introduction; 3.2. Building Social Confidence Virtually with Students on and off the Autistic Spectrum; 3.3. The Pedagogical Implications of ''Once-Removed'' vs. True Representation; 3.4. Harmless Deception or Deceptions that Harm?; 3.5. Failing without Consequences -- the Academic Benefits; 3.6. Conclusions; References; Chapter 4. Opportunities and Challenges for Business Education in Second Life; 4.1. Introduction 
505 8 |a 4.2. Research Methodology4.3. Findings; 4.4. Unique Pedagogical Advantages of Second Life; 4.5. Educational Uses of Second Life; 4.6. Tools Used by Business Educators; 4.7. Features Contained in the Second Life Client; 4.8. Available from Third Parties; 4.9. Potential for Discipline Specific Usage; 4.10. Challenges Faced by Business Faculty as Early Adopters of Second Life; 4.11. Conclusions; 4.12. Business Education in Second Life: A Sample Lesson; 4.13. Reflections on Lesson Creation; 4.14. Practical Task; 4.15. Reflections on the Lesson Plan 
505 8 |a 4.16. Business Education in Second Life: Two Students' Perspectives4.17. The Untapped Potential of Second Life; References; Chapter 5. Virtual Worlds and Business Schools -- The Case of INSEAD; 5.1. Introduction: Business Schools Using Virtual Worlds?; 5.2. How Business Schools Make Use of Second Life; 5.3. Communication and Public Relations; 5.4. Virtual Education; 5.5. Internal Process Management and Student Recruitment; 5.6. Scientific Research; 5.7. How INSEAD Experiences Second Life's Potential and Challenges; 5.8. INSEAD's Three Virtual Campus Areas 
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650 0 |a Distance education  |x Computer-assisted instruction. 
650 0 |a Second Life (Game) 
650 0 |a Simulation games in education. 
650 0 |a Education, Higher  |x Computer-assisted instruction. 
650 0 |a Shared virtual environments. 
650 0 |a Avatars (Virtual reality) 
650 0 |a Computer games. 
650 6 |a Enseignement à distance  |x Enseignement assisté par ordinateur. 
650 6 |a Second Life (Jeu) 
650 6 |a Jeux de simulation en éducation. 
650 6 |a Enseignement supérieur  |x Enseignement assisté par ordinateur. 
650 6 |a Environnements virtuels partagés. 
650 6 |a Avatars (Infographie) 
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650 7 |a Avatars (Virtual reality)  |2 fast 
650 7 |a Computer games  |2 fast 
650 7 |a Distance education  |x Computer-assisted instruction  |2 fast 
650 7 |a Education, Higher  |x Computer-assisted instruction  |2 fast 
650 7 |a Second Life (Game)  |2 fast 
650 7 |a Shared virtual environments  |2 fast 
650 7 |a Simulation games in education  |2 fast 
700 1 |a Wankel, Charles. 
700 1 |a Kingsley, Jan. 
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