Learning in Virtual Worlds

Research and Applications

Table of contents

List of Abbreviations vii

List of Tables and Figures ix

Acknowledgements xiii

Foreword xv

Introduction xix

PART ONE: HUMAN–COMPUTER INTERACTION

1 Navigation and Wayfinding in Learning Spaces in 3D Virtual Worlds
/ Shailey Minocha and Christopher Hardy

2 Communication Modality, Learning, and Second Life / Stephany
F. Wilkes

3 Virtual Body: Implications for Identity, Interaction, and
Didactics / Laura Fedeli

4 (In)Accessible Learning in Virtual Worlds / Robert L. Todd,
Jessica Pater, and Paul M. A. Baker

5 Benefits of Second Life in the Ageing Population / Ann
Smith

6 The Reality of Authentic Learning in Virtual Worlds / Helen S.
Farley

PART TWO • ADVANCED TECHNOLOGY

7 Conversational Agents in Second Life: Freudbot / Bob Heller,
Mike Procter, and Corbin Rose

8 Virtual Bots: Their Influence on Virtual Worlds, and How They Can
Increase Interactivity and Immersion through VirtualPREX / Torsten
Reiners, Sue Gregory, and Vicki Knox

PART THREE • LEARNING DESIGN AND
IMPLEMENTATION

9 Analyzing Teaching Practices in Second Life: A Design Taxonomy for
the Implementation of Workshops in Virtual Worlds / Steven
Warburton and Margarita Pérez García

10 Netconnect Virtual Worlds: Results of a Learning Experience /
Francesca Bertacchini and Assunta Tavernise

11 Scaffolding Learning Through the Use of Virtual Worlds /
Chris Campbell and Leanne Cameron

12 Challenges and Strategies in Designing Cross-national Learning:
Team Projects in Virtual Worlds / Paul Resta and Miri
Shonfeld

13 Introduction to Laws Relevant to Virtual Worlds in Higher
Education / Layla F. Tabatabaie

Conclusion 295

List of Contributors 307

Index 315

A collection of case studies that outline best practices for the use of
3D virtual worlds in post-secondary learning and teaching.

Description

A collection of case studies that outline best practices for the use of 3D virtual worlds in post-secondary teaching.

In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspects of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies with the potential to enhance learner immersion, and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.