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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Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Bingley, U.K. :
Emerald Group Pub.,
2009.
|
Ausgabe: | 1st ed. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource (viii, 256 pages) : illustrations (chiefly color) |
Bibliographie: | Includes bibliographical references and indexes. |
ISBN: | 9781849506106 1849506108 |
Internformat
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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) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
504 | |a Includes bibliographical references and indexes. | ||
588 | 0 | |a Print version record. | |
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 | |
650 | 0 | |a Distance education |x Computer-assisted instruction. | |
650 | 0 | |a Second Life (Game) | |
650 | 0 | |a Simulation games in education. |0 http://id.loc.gov/authorities/subjects/sh85122766 | |
650 | 0 | |a Education, Higher |x Computer-assisted instruction. | |
650 | 0 | |a Shared virtual environments. |0 http://id.loc.gov/authorities/subjects/sh2006004463 | |
650 | 0 | |a Avatars (Virtual reality) |0 http://id.loc.gov/authorities/subjects/sh2006004464 | |
650 | 0 | |a Video games. |0 http://id.loc.gov/authorities/subjects/sh85143202 | |
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) | |
650 | 7 | |a EDUCATION |x Distance Education & Learning. |2 bisacsh | |
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 | |
655 | 7 | |a dissertations. |2 aat | |
655 | 7 | |a Academic theses |2 fast | |
655 | 7 | |a Academic theses. |2 lcgft |0 http://id.loc.gov/authorities/genreForms/gf2014026039 | |
655 | 7 | |a Thèses et écrits académiques. |2 rvmgf | |
700 | 1 | |a Wankel, Charles. |0 http://id.loc.gov/authorities/names/n85236336 | |
700 | 1 | |a Kingsley, Jan. |0 http://id.loc.gov/authorities/names/no2010045953 | |
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776 | 0 | 8 | |i Print version: |t Higher education in virtual worlds. |b 1st ed. |d Bingley, U.K. : Emerald Group Pub., 2009 |z 9781849506090 |w (OCoLC)495792687 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EDU-ocn604979310 |
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adam_text | |
any_adam_object | |
author2 | Wankel, Charles Kingsley, Jan |
author2_role | |
author2_variant | c w cw j k jk |
author_GND | http://id.loc.gov/authorities/names/n85236336 http://id.loc.gov/authorities/names/no2010045953 |
author_facet | Wankel, Charles Kingsley, Jan |
author_sort | Wankel, Charles |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LC5803 |
callnumber-raw | LC5803.C65 H53 2009eb |
callnumber-search | LC5803.C65 H53 2009eb |
callnumber-sort | LC 45803 C65 H53 42009EB |
callnumber-subject | LC - Social Aspects of Education |
collection | ZDB-4-EDU |
contents | 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 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 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 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 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 |
ctrlnum | (OCoLC)604979310 |
dewey-full | 371.358 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.358 |
dewey-search | 371.358 |
dewey-sort | 3371.358 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
edition | 1st ed. |
format | Electronic eBook |
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genre | dissertations. aat Academic theses fast Academic theses. lcgft http://id.loc.gov/authorities/genreForms/gf2014026039 Thèses et écrits académiques. rvmgf |
genre_facet | dissertations. Academic theses Academic theses. Thèses et écrits académiques. |
id | ZDB-4-EDU-ocn604979310 |
illustrated | Illustrated |
indexdate | 2024-07-15T09:13:18Z |
institution | BVB |
isbn | 9781849506106 1849506108 |
language | English |
oclc_num | 604979310 |
open_access_boolean | |
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owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (viii, 256 pages) : illustrations (chiefly color) |
psigel | ZDB-4-EDU |
publishDate | 2009 |
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publisher | Emerald Group Pub., |
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spelling | Higher education in virtual worlds : teaching and learning in Second Life / edited by Charles Wankel, Jan Kingsley. 1st ed. Bingley, U.K. : Emerald Group Pub., 2009. 1 online resource (viii, 256 pages) : illustrations (chiefly color) text txt rdacontent computer c rdamedia online resource cr rdacarrier Includes bibliographical references and indexes. Print version record. 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. 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 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 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 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 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 Distance education Computer-assisted instruction. Second Life (Game) Simulation games in education. http://id.loc.gov/authorities/subjects/sh85122766 Education, Higher Computer-assisted instruction. Shared virtual environments. http://id.loc.gov/authorities/subjects/sh2006004463 Avatars (Virtual reality) http://id.loc.gov/authorities/subjects/sh2006004464 Video games. http://id.loc.gov/authorities/subjects/sh85143202 Enseignement à distance Enseignement assisté par ordinateur. Second Life (Jeu) Jeux de simulation en éducation. Enseignement supérieur Enseignement assisté par ordinateur. Environnements virtuels partagés. Avatars (Infographie) EDUCATION Distance Education & Learning. bisacsh Avatars (Virtual reality) fast Computer games fast Distance education Computer-assisted instruction fast Education, Higher Computer-assisted instruction fast Second Life (Game) fast Shared virtual environments fast Simulation games in education fast dissertations. aat Academic theses fast Academic theses. lcgft http://id.loc.gov/authorities/genreForms/gf2014026039 Thèses et écrits académiques. rvmgf Wankel, Charles. http://id.loc.gov/authorities/names/n85236336 Kingsley, Jan. http://id.loc.gov/authorities/names/no2010045953 has work: Higher education in virtual worlds (Text) https://id.oclc.org/worldcat/entity/E39PCGP9Cc3prMQ4Vp8BdwGfYK https://id.oclc.org/worldcat/ontology/hasWork Print version: Higher education in virtual worlds. 1st ed. Bingley, U.K. : Emerald Group Pub., 2009 9781849506090 (OCoLC)495792687 FWS01 ZDB-4-EDU FWS_PDA_EDU https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=308846 Volltext |
spellingShingle | Higher education in virtual worlds : teaching and learning in Second Life / 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 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 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 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 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 Distance education Computer-assisted instruction. Second Life (Game) Simulation games in education. http://id.loc.gov/authorities/subjects/sh85122766 Education, Higher Computer-assisted instruction. Shared virtual environments. http://id.loc.gov/authorities/subjects/sh2006004463 Avatars (Virtual reality) http://id.loc.gov/authorities/subjects/sh2006004464 Video games. http://id.loc.gov/authorities/subjects/sh85143202 Enseignement à distance Enseignement assisté par ordinateur. Second Life (Jeu) Jeux de simulation en éducation. Enseignement supérieur Enseignement assisté par ordinateur. Environnements virtuels partagés. Avatars (Infographie) EDUCATION Distance Education & Learning. bisacsh Avatars (Virtual reality) fast Computer games fast Distance education Computer-assisted instruction fast Education, Higher Computer-assisted instruction fast Second Life (Game) fast Shared virtual environments fast Simulation games in education fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85122766 http://id.loc.gov/authorities/subjects/sh2006004463 http://id.loc.gov/authorities/subjects/sh2006004464 http://id.loc.gov/authorities/subjects/sh85143202 http://id.loc.gov/authorities/genreForms/gf2014026039 |
title | Higher education in virtual worlds : teaching and learning in Second Life / |
title_auth | Higher education in virtual worlds : teaching and learning in Second Life / |
title_exact_search | Higher education in virtual worlds : teaching and learning in Second Life / |
title_full | Higher education in virtual worlds : teaching and learning in Second Life / edited by Charles Wankel, Jan Kingsley. |
title_fullStr | Higher education in virtual worlds : teaching and learning in Second Life / edited by Charles Wankel, Jan Kingsley. |
title_full_unstemmed | Higher education in virtual worlds : teaching and learning in Second Life / edited by Charles Wankel, Jan Kingsley. |
title_short | Higher education in virtual worlds : |
title_sort | higher education in virtual worlds teaching and learning in second life |
title_sub | teaching and learning in Second Life / |
topic | Distance education Computer-assisted instruction. Second Life (Game) Simulation games in education. http://id.loc.gov/authorities/subjects/sh85122766 Education, Higher Computer-assisted instruction. Shared virtual environments. http://id.loc.gov/authorities/subjects/sh2006004463 Avatars (Virtual reality) http://id.loc.gov/authorities/subjects/sh2006004464 Video games. http://id.loc.gov/authorities/subjects/sh85143202 Enseignement à distance Enseignement assisté par ordinateur. Second Life (Jeu) Jeux de simulation en éducation. Enseignement supérieur Enseignement assisté par ordinateur. Environnements virtuels partagés. Avatars (Infographie) EDUCATION Distance Education & Learning. bisacsh Avatars (Virtual reality) fast Computer games fast Distance education Computer-assisted instruction fast Education, Higher Computer-assisted instruction fast Second Life (Game) fast Shared virtual environments fast Simulation games in education fast |
topic_facet | Distance education Computer-assisted instruction. Second Life (Game) Simulation games in education. Education, Higher Computer-assisted instruction. Shared virtual environments. Avatars (Virtual reality) Video games. Enseignement à distance Enseignement assisté par ordinateur. Second Life (Jeu) Jeux de simulation en éducation. Enseignement supérieur Enseignement assisté par ordinateur. Environnements virtuels partagés. Avatars (Infographie) EDUCATION Distance Education & Learning. Computer games Distance education Computer-assisted instruction Education, Higher Computer-assisted instruction Shared virtual environments Simulation games in education dissertations. Academic theses Academic theses. Thèses et écrits académiques. |
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