Cover image for Transforming Virtual World Learning.
Transforming Virtual World Learning.
Title:
Transforming Virtual World Learning.
Author:
Wankel, Charles.
ISBN:
9781780520537
Personal Author:
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.
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