Transforming Virtual World Learning.
by
 
Wankel, Charles.

Title
Transforming Virtual World Learning.

Author
Wankel, Charles.

ISBN
9781780520537

Personal Author
Wankel, Charles.

Physical Description
1 online resource (399 pages)

Series
Cutting-edge Technologies in Higher Education, 4

Contents
FRONT COVER -- TRANSFORMING VIRTUAL WORLD LEARNING -- COPYRIGHT PAGE -- CONTENTS -- LIST OF CONTRIBUTORS -- ACKNOWLEDGEMENTS -- INTRODUCTION: THINKING IN 3D -- TRANSFORMING VIRTUAL WORLD PLANNING -- TRANSFORMING VIRTUAL WORLD DESIGN -- TRANSFORMING VIRTUAL WORLD DEVELOPMENT -- TRANSFORMING VIRTUAL WORLD DEPLOYMENT -- PART I: TRANSFORMING VIRTUAL WORLD PLANNING -- A CYBERGOGY OF LEARNING ARCHETYPES AND LEARNING DOMAINS: PRACTICAL PEDAGOGY FOR 3D IMMERSIVE VIRTUAL WORLDS -- THE RATIONALE -- LEARNING ARCHETYPES AND LEARNING DOMAINS -- BLENDED TAXONOMY OF ESTABLISHED PARADIGMS -- BLENDED TAXONOMY OF ESTABLISHED PARADIGMS -- PRACTICAL APPLICATION OF THE MODEL OF CYBERGOGY -- PRACTICAL APPLICATION OF THE MODEL OF CYBERGOGY -- IMAGINATION AND CONJECTURE -- INTRODUCTION TO SECOND LIFE FOR LEARNERS (INSTRUCTORS: SKYHOOK INGLEWOOD, SEMAJ SUSANOWA) -- HISTORY OF CHRISTIANITY (INSTRUCTOR: GRENDEL MINOTAUR) -- ASTRONOMY (INSTRUCTOR: ORION HAYSTACK) -- SOCIAL PSYCHOLOGY (INSTRUCTOR: FENIX MUHINDRA) -- ARAB-ISRAELI CONFLICT STUDIES (INSTRUCTOR: HG VAYANDAR) -- CONCLUSIONS -- REFERENCES -- INITIAL TEACHER TRAINING IN A VIRTUAL WORLD -- INTRODUCTION -- FEATURES OF THE VIRTUAL WORLD EXPERIENCE -- SOCIAL RULES IN VIRTUAL WORLDS -- MENTAL AND PHYSICAL WELL-BEING IN VIRTUAL WORLDS -- SUMMARY -- REFERENCES -- FACULTY DEVELOPMENT FOR AND IN VIRTUAL WORLDS -- INTRODUCTION -- SOCIAL CONSTRUCTIVISM -- EXPERIENTIAL LEARNING -- PROBLEM-BASED LEARNING -- VIRTUAL WORLDS FOR TEACHER PROFESSIONAL DEVELOPMENT PROCESS FOR TEACHING INSTRUCTORS -- EDUCATIONAL EXAMPLES IN VIRTUAL WORLDS FOR TEACHER PROFESSIONAL DEVELOPMENT -- VIRTUAL WORLDS AS A TEACHING TOOL -- VIRTUAL WORLDS ACCESS: FIRST LIFE REALITIES -- TECHNOLOGY NEEDS AND ACCESS -- STUDENT TRAINING -- STUDENT EXPECTATIONS -- ASSESSMENT WITHIN VIRTUAL WORLDS -- CONCLUSION -- REFERENCES -- LESSON PLAN: STARTING YOUR SECOND LIFE.
 
UNIT GOAL(S) -- UNIT OBJECTIVES -- INSTRUCTIONAL OBJECTIVES -- RESOURCES NEEDED FOR THE SESSION -- LESSON CONTENT, METHODOLOGY, AND RESOURCES -- REFERENCES -- PRE-SERVICE TEACHERS' TEACHING PRACTICE IN SECOND LIFE® -- POTENTIALS OF SECOND LIFE FOR PRACTICE TEACHING -- COURSE DESIGN FOR THE PRACTICE -- PROCEDURES OF THE PRACTICE IN SECOND LIFE -- COGNITIVE APPRENTICE METHOD FOR TEACHING PRACTICE IN SECOND LIFE -- FOR FUTURE USE -- REFERENCES -- LESSON PLAN: TEACHING METHODS AND TECHNOLOGY -- PART II: TRANSFORMING VIRTUAL WORLD DESIGN -- A PRACTICAL MODEL AND ASSIGNMENTS FOR USING VIRTUAL WORLDS IN HIGHER EDUCATION -- PART I: RATIONALE AND BACKGROUND -- PART II: EARLY EXPLORATIONS WITH VIRTUAL WORLDS -- MY CLIPBOARD, PLEASE: GUIDELINES FOR USING COMMERCIAL GAMING WORLDS IN INSTRUCTION -- PART III: OUR NEXT STEPS -- PART IV: TURTLES ALL THE WAY DOWN -- CONCLUSION -- REFERENCES -- LESSON PLAN: CITY OF HEROES - MISSION ARCHITECT ASSIGNMENT -- OUTCOMES -- PRELIMINARY ACTIVITIES -- CITY OF HEROES ASSIGNMENT GETTING STARTED -- TECHNICAL SUPPORT -- MISSION ARCHITECT ASSIGNMENT -- INSTRUCTIONAL DESIGN FRAMEWORKS FOR SECOND LIFE® VIRTUAL LEARNING -- INTRODUCTION -- EXAMPLE ONE: DESIGNING THE STUDENT SECOND LIFE SUCCESS PROGRAM -- THEORETICAL FOUNDATION FOR THE STUDENT SECOND LIFE SUCCESS PROGRAM -- VIRTUAL COMMUNITIES OF PRACTICE -- FINDINGS FROM ILLUMINATIVE EXAMPLE ONE -- EXAMPLE TWO: DESIGNING SL 6100 -- DESIGNED LEARNING COMPONENTS -- RESEARCH METHODS -- FINDINGS FROM ILLUMINATIVE EXAMPLE TWO -- CODING SCHEME -- FINDINGS -- CONCLUSION -- NOTE -- REFERENCES -- LESSON PLAN 1: REAL WORLD AND VIRTUAL WORLD PROJECT-BASED COLLABORATION AND CONSTRUCTIVIST LEARNING -- OBJECTIVE -- GRADE LEVEL -- LEARNING OBJECTIVE -- MATERIALS -- PART I -- PART II: WEEK 2 OR 3 AND BEYOND -- LESSON EXTENSION -- ASSESS STUDENTS -- ASSIGNMENTS -- EVALUATION.
 
LESSON PLAN 2: USING SECOND LIFE TO TEACH EPISTEMIC CONCEPTS FOR INSTRUCTIONAL DESIGN -- OVERALL LEARNING GOAL -- INDIVIDUAL LEARNING GOALS -- INDIVIDUAL LEARNING OBJECTIVES -- GRADE LEVEL -- MATERIALS -- PART I: OBJECTIVIST/MPIRICIST/POSITIVIST LESSON -- PART II: SOCIAL CONSTRUCTIVIST LESSON DESIGN EXPERIENCE -- PART III: RELATIVIST/RADICAL CONSTRUCTIVIST LESSON -- WRAP-UP -- LESSON EXTENSION -- ASSESS STUDENTS -- EVALUATION -- USING THE COMMUNITY OF INQUIRY (COI) MODEL AND BLOOM'S REVISED TAXONOMY TO SUPPORT 21ST CENTURY TEACHING AND LEARNING IN MULTI-USER VIRTUAL ENVIRONMENTS -- INTRODUCTION -- MULTI-USER VIRTUAL ENVIRONMENTS (MUVEs) AS AN ONLINE LEARNING PLATFORM -- TWENTY-FIRST-CENTURY SKILLS FOR TEACHING AND LEARNING IN MUVEs -- THE COMMUNITY OF INQUIRY MODEL -- BLOOM'S REVISED TAXONOMY -- COI AND BLOOM'S REVISED TO DESIGN INSTRUCTION IN MUVEs -- CONCLUSION -- REFERENCES -- LESSON PLAN: GRADUATE-LEVEL RESEARCH METHODS -- WEEK 2 -- WEEKS 3, 4 -- WEEK 5 -- WEEKS 6, 7, 8 -- WEEK 9 -- PART III: TRANSFORMING VIRTUAL WORLD DEVELOPMENT -- MARINETTA OMBRO: A CULTURE NOT A CLASSROOM -- INTRODUCTION -- ABOUT ARCADA -- ABOUT ARCADA'S EDUCATIONAL THEORY -- ABOUT MARINETTA OMBRO -- MARINETTA OMBRO: PROJECT OVERVIEW -- DEFINITIONS -- AIMS -- METHODOLOGY -- PROCEDURE -- MILESTONES -- LEARNING PROJECTS IN MARINETTA -- STRUCTURING INFORMATION -- CONCEPT DESIGN AND BRANDING -- RESEARCH METHODS FOR HEALTH CARE -- ENTREPRENEURSHIP STUDIES -- FOUNDATIONS OF PHOTOSHOP -- TOURISM AND MEDIA -- CROSS MEDIA PRODUCTION -- LESSONS LEARNED -- CONCLUSIONS -- NOTES -- REFERENCES -- LESSON PLAN: PHOTOSHOP FOUNDATIONS -- AIM -- GENERAL OUTCOME -- COURSE CONTENT -- ENHANCING GRADUATE COURSES THROUGH EDUCATIONAL VIRTUAL TOURS -- INTRODUCTION -- APPROACH -- VIRTUAL DEMONSTRATIONS AND SIMULATIONS -- FINDINGS -- LESSONS LEARNED AND RECOMMENDED TEACHING STRATEGIES -- FUTURE PLANS.
 
CONCLUSIONS -- NOTE -- REFERENCES -- LESSON PLAN: INTEGRATION OF VIRTUAL ENVIRONMENT, WEB 2.0, AND CLOUD COMPUTING TECHNOLOGIES -- DESCRIPTION -- GOALS -- OBJECTIVES -- MATERIALS -- PROCEDURES -- ASSESSMENT -- USEFUL INTERNET RESOURCES -- USING PROBLEM-BASED LEARNING WITHIN 3D VIRTUAL WORLDS -- INTRODUCTION -- WHY USE PBL IN 3D VIRTUAL WORLDS? -- CONDUCTING PBL IN VIRTUAL WORLDS -- METHODS OF RUNNING PBL SCENARIOS IN SECOND LIFE -- THE ROLE OF THE TEACHER IN VIRTUAL WORLD EDUCATION -- JUGGLING THE ROLES OF LEARNING DIRECTOR AND LEARNING FACILITATOR -- THE VIRTUAL CLASSROOM -- TECHNICAL ASPECTS OF PBL IN VIRTUAL WORLDS -- CONCLUSIONS -- HELPFUL RESOURCES -- REFERENCES -- PROBLEM-BASED LEARNING IN A VIRTUAL WORLD -- SCENARIO SHEET: APPROACHES IN PSYCHOLOGY -- PART IV: TRANSFORMING VIRTUAL WORLD DEPLOYMENT -- INTERCULTURAL COLLABORATIVE LEARNING IN VIRTUAL WORLDS -- INTRODUCTION -- INTERCULTURAL LITERACY AND INTERCULTURAL COLLABORATIVE LEARNING -- POTENTIAL OF VIRTUAL WORLDS FOR INTERCULTURAL COLLABORATIVE LEARNING -- CASE STUDY -- METHOD -- PROCEDURE -- RESULTS -- DISCUSSION OF A CULTURE-AWARE DESIGN OF VIRTUAL WORLDS -- LESSONS LEARNED ABOUT INTERCULTURAL COLLABORATIVE LEARNING -- NOTES -- ACKNOWLEDGMENTS -- REFERENCES -- LESSON PLAN: GOALS OF THE SHANGHAI LECTURES -- CONTENT OF THE LECTURES -- COURSE PROGRAM -- MODES OF PARTICIPATION -- TECHNICAL COMPONENTS AND MATERIALS -- ALICE'S ADVENTURES IN PROGRAMMING NARRATIVES -- INTRODUCTION -- PHASE ONE: WHERE WE STARTED -- PHASE TWO: WHERE WE WENT -- PHASE THREE: WHERE TO GO FROM HERE -- CONCLUSION -- NOTES -- REFERENCES -- APPENDIX. SCARLET SWORD: THE PLAN -- LESSON PLAN 1: ENGLISH COMPOSITION I: UNDERSTANDING AND CREATING GAME CHARACTERS -- LESSON PLAN 2: PROBLEM SOLVING WITH COMPUTER PROGRAMMING: UNDERSTANDING AND CREATING OBJECTS IN ALICE.
 
TEACHING HIGHER EDUCATION STUDENTS WITH DIVERSE LEARNING OUTCOMES IN THE VIRTUAL WORLD OF SECOND LIFE® -- INTRODUCTION -- BACKGROUND -- WHO ARE THE STUDENTS? -- ADULTS' LEARNING IN A VIRTUAL WORLD -- EDUCATION ONLINE HEADQUARTERS, SECOND LIFE CLASSROOM AND PLAYGROUND IN SECOND LIFE -- THE STATE OF PLAY OF SECOND LIFE IN HIGHER EDUCATION INSTITUTIONS -- ALTERNATIVE METHODS OF EDUCATING STUDENTS -- WHAT IS THIS INNOVATIVE MODEL? -- STUDENT PERCEPTIONS OF THEIR LEARNING IN A VIRTUAL WORLD -- SUMMING UP STUDENT COMMENTS -- FUTURE USE OF THE MODEL -- CONCLUSIONS -- REFERENCES -- LESSON PLAN: VIRTUAL WORLD WEB QUEST IN SECOND LIFE -- SECOND LIFE URLS (LANDMARKS) - SLURLS (ANSWERS - IF REQUIRED) -- ABOUT THE AUTHORS -- SUBJECT INDEX.

Abstract
This book is a practical guide on how to transform your ideas into virtual world courseware. The book argues that setting up training in learning in 3D virtual worlds requires a transformative approach. . The advice given in this book comes from real world implementers of virtual worlds. It is meant to transform your thinking about creating and using 3D applications.

Local Note
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

Subject Term
Computer-assisted instruction.
 
Shared virtual environments.
 
Virtual reality.

Genre
Electronic books.

Added Author
Hinrichs, Randy.

Electronic Access
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LibraryMaterial TypeItem BarcodeShelf NumberStatus
IYTE LibraryE-Book1236834-1001LB1028.5 -- .T73 2011 EBEbrary E-Books