000 03509nam a22004695i 4500
001 978-90-481-3627-8
003 DE-He213
005 20140220084559.0
007 cr nn 008mamaa
008 100316s2010 ne | s |||| 0|eng d
020 _a9789048136278
_9978-90-481-3627-8
024 7 _a10.1007/978-90-481-3627-8
_2doi
050 4 _aLC8-6691
072 7 _aYQT
_2bicssc
072 7 _aEDU039000
_2bisacsh
082 0 4 _a371.33
_223
100 1 _aAnnetta, Leonard A.
_eauthor.
245 1 0 _aV-Learning
_h[electronic resource] :
_bDistance Education in the 21st Century Through 3D Virtual Learning Environments /
_cby Leonard A. Annetta, Elizabeth Folta, Marta Klesath.
264 1 _aDordrecht :
_bSpringer Netherlands,
_c2010.
300 _aXV, 160p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aDistance Learning in the 21st Century -- Millennials and Why They Fail in Distance Learning Environments -- The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education -- Use of Virtual Learning Environments in Distance Education -- Serious Games, Simulations, and Case-Based Reasoning -- The Role of Synchronous Interactions Within Higher Education Distance Education Courses -- Presence, Identity, Self-Representation, and Perspective Taking Within Virtual Online Courses -- Situated Learning and Engagement in Distance Education -- Learning, Psycho-Cognition, and Flow -- Assessing and Evaluating Virtual World Effectiveness -- Tri-Hybrid Learning.
520 _aEqually grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education. Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how powerful these environments can be in the arena of education, and concludes that data-driven practice will ensure almost universal take-up, even among those currently unwilling to use V-learning. The authors provide numerous practical examples of distance learning in its current state of development, as well as making informed predictions about how future environments might evolve. This much-needed book is right at the cutting edge of its subject, and comes at a time when research in both educational gaming and distance learning are converging.
650 0 _aEducation.
650 0 _aEducation, Higher.
650 1 4 _aEducation.
650 2 4 _aEducational Technology.
650 2 4 _aLearning & Instruction.
650 2 4 _aComputers and Education.
650 2 4 _aHigher Education.
700 1 _aFolta, Elizabeth.
_eauthor.
700 1 _aKlesath, Marta.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9789048136209
856 4 0 _uhttp://dx.doi.org/10.1007/978-90-481-3627-8
912 _aZDB-2-SHU
999 _c113398
_d113398