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Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments
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Author(s)/Editor(s): Harrison Hao Yang (State University of New York at Oswego, USA)and Steve Chi-Yin Yuen (The Univeristy of Southern Mississippi, USA)
Copyright: ©2012
DOI: 10.4018/978-1-60960-762-3
ISBN13: 9781609607623
ISBN10: 1609607627
EISBN13: 9781609607630
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DescriptionResearchers and educators are increasingly interested in how virtual worlds allow users to interact, play, learn, do business, share, and collaborate in an online environment. Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.
Table of Contents
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#1. Ethical Considerations for Learning Game, Simulation, and Virtual World Design and Development
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#2. Enhancing Characters for Virtual Worlds and Interactive Environments through Human-Like Enhancements
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#3. Virtual Hate Communities in the 21st Century
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#4. Addiction in World of Warcraft: A Virtual Ethnography Study
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#5. Educational Research in Virtual Learning Environments: Possibilities for a New Ethnography
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#6. Thin Screen: The Creation of Depth Perception in Desktop Virtual Reality in Alignment with Human Visual Perception
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#7. Virtual Museums: Platforms, Practices, Prospect
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#8. Art and the Avatar in Virtual and Mixed-Reality Exhibition Space
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#9. Tourism in Virtual Worlds: Means, Goals and Needs
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#10. Virtual Evidence in the Courtroom
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#11. Virtual Forensic Anthropology Applications of Advanced Computer Graphics Technology to the Identification of Human Remains
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#12. Second Life and World of Warcraft: Harnessing Presence Learning
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#13. The Next Frontier in Public Education: Cyber Charter Schools
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#14. Isn’t It Real?: Experiencing the Virtual Church in Second Life®
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#15. Using Simulators for Training
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#16. Quality Assurance for Online Programs: Roles, Responsibilities, and Leadership Styles of Higher Education Administrators
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#17. Teacher Professional Development through Virtual Campuses: Conceptions of a ‘New’ Model
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#18. Practical Considerations When Using Virtual Spaces for Learning and Collaboration, with Minimal Setup and Support
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#19. “In the Office”: Communication in Virtual Environments
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#20. Librarianship Presence in Virtual Worlds
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#21. A Web-Based Training Experience in Turkey: A University-National Police Collaboration
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#22. A Preliminary Look at the Development on Websites of Higher Education Institutions
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#23. Breaking Away: How Virtual Worlds Impact Pedagogical Practices
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#24. Online Work-Integrated Learning (WIL) Community
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#25. Usability and Affordances for Teaching and Learning in Second Life
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#26. Virtual Worlds as a Learner Centered Environments for Spatial Reasoning
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#27. Collaborative Learning: A Way to Transform Learning and Instruction in Online Courses
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#28. Virtual Interactions in Distance Learning
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#29. Instructor Feedback, Learner Satisfaction, and Online Learning
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#30. The Pedagogical Considerations in the Design of Virtual Worlds for Organization Learning
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#31. The Utilization of Concept Maps as Knowledge Systematization and Text-Authoring Tools in Collaboration-Based Educational Processes: The LOLA Experiment
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#32. Research-Based Best Practices for Online Programs: A Dual Administrative- and Instruction-Based Model
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#33. Adapting Three-Dimensional-Virtual World to Reach Diverse Learners in an MBA Program
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#34. Assessing General Education Outcomes Across Programs
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#35. Supporting Automated Container Terminal Design Processes with 3D Virtual Environments
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#36. The Mid-Air FogScreen and User Experiences
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#37. Enabling Multilingual Social Interactions and Fostering Language Learning in Virtual Worlds
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#38. Designing and Developing the Virtual English Adventure in Second Life
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#39. Individual E-Portfolios: Can a Classic Tool for Teachers and Students be Merged with Web 2.0 Tools for Reflective Learning?
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#40. Commerce Models in Virtual Worlds and Environments
PrefaceWith recent advances in computing technology, virtual worlds and environments are growing rapidly as well as gaining in popularity. Virtual worlds are online computer-simulated environments where users can interact with one another, whether for work or play, in a manner comparable to the real world. Virtual worlds are exemplified by environments such as Second Life, an online 3-D virtual reality world, as well as World of Warcraft (WoW), a massively multiplayer online virtual game. Educators, researchers, corporate trainers, instructional designers, and many others have recently shown great interest in virtual worlds and environments, which they have used increasingly in a variety of contexts: teaching in classrooms, informal learning, distance learning, business, gaming, entertainment, and e-commerce. Virtual worlds allow users to come together to interact, play, learn, do business, conduct classes, do research, and hold conferences in an online environment. Virtual reality technology enables educators and trainers to build virtual learning communities for learners with the goal of helping them solve real-world problems in an experiential setting.
A growing number of educators and researchers have tapped into the educational potential of virtual environments and they contend that virtual worlds will revolutionize education. Virtual worlds are now attracting interest from institutions and organizations as platforms for learning and have become one of the most exciting, dynamic, and yet challenging fields facing us today. What is the history of virtual worlds and environments? Where are we now? What will the future bring? What are the key elements of virtual worlds and environments we need to focus on? Where has progress been made? How will we face and rise to new opportunities and challenges? How do we analyze, design, develop, implement, and evaluate virtual worlds and environments? In order to shed light on these questions, we’ve taken a comprehensive view and looked at at virtual worlds and environments from historical, conceptual, technical, practical, social, and vocational perspectives. The result is this book, entitled Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments.
The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments both introduces theoretical aspects of virtual worlds and environments and disseminates cutting-edge research and first-hand practices on virtual world design, and development. In addition, virtual communities, applications, pedagogical design, strategies, and future trends of virtual worlds and environments are covered. The book is written for broader audiences including educators, e-business managers, trainers, administrators, and researchers working in the area of e-learning or distance learning in various disciplines (e.g. education, corporate training, instructional technology, computer science, library information science, information technology, and workforce development). The book is designed to be used in a flexible manner, and it can be easily adapted to suit a variety of Information Technology or instructional technology related courses, meeting student, instructor, and professional needs. The book can be used as a research reference, a pedagogical and professional guide, or an educational resource in the area of virtual worlds and environments.
The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments goes beyond theoretical insights of virtual worlds and environments. It shares practical aspects of virtual worlds and environments and provides readers with a balanced mix of research, theory, and applications on both innovative virtual reality technologies and future virtual worlds and environments. The book includes a selection of chapters addressing current research, case studies, design and applications, best practices, pedagogical approaches and strategies, related resources and projects related to virtual worlds and environments. The book is organized into five parts: Social, Ethical, and Human Perspectives (Chapters 1-6); Virtual Communities, Applications, and Implications (Chapters 7-14); Strategies and Impacts on Professional Development (Chapters 15-22); Pedagogical Design and Implementations (Chapters 23-31); and Program and Disciplinary Practices (Chapters 32-40). The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments provides not only the latest and most advanced developments of virtual worlds and environments for experienced professionals, but also provides clear and comprehensive information for novice readers. We hope readers will benefit from the work of authors who range from cutting edge researchers to experienced practitioners regarding current research and present and future practices in virtual worlds and environments.
Harrison H. Yang and Steve C. Yuen October 22, 2010
Reviews and Testimonials
The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments provides not only the latest and most advanced developments of virtual worlds and environments for experienced professionals, but also provides clear and comprehensive information for novice readers.
– Harrison Hao Yang, State University of New York at Oswego, and Steve Chi-Yin Yuen, The Univeristy of Southern Mississippi, USA
Author's/Editor's Biography
Harrison Yang (Ed.)
Harrison Hao Yang (Ed.D., Florida International Univeristy, 1996) is a Professor in the Department of Curriculum and Instruction at State University of New York at Oswego, USA. His research specialties include assessment and e-folios, distance/flexible education, information literacy, Information Technology diffusion/integration, learning theories, issues and trends on vocational-technical education, and Web/learning communities. Dr. Yang is the recipient of State University of New York (System-wide) Chancellor’s Award for Excellence in Teaching in 2009, and SUNY Oswego President’s Award for Teaching Excellence in 2006.
Steve Yuen (Ed.)
Steve Chi-Yin Yuen (Ph.D., The Pennsylvania State University, 1984) is a Professor in the Department of Technology Education at The University of Southern Mississippi (USM), USA. His research specialties include electronic performance support system, e-learning 2.0, handheld technology in teaching and learning, mobile learning, multimedia instruction, semantic Web, social networking in education, technology planning and implementation in the classrooms, Web 2.0, Web accessibility, Web-based instruction, et cetera. Dr. Yuen is the recipient of USM Excellence in Teaching Award in 1997 and 2004, Mississippi Technology Educator of the Year in 2002, and Fulbright Scholar Lecturing Award in 1992.
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