Rapanotti, Lucia; Minocha, Shailey; Barroca, Leonor; Boulos, Maged N. Kamel and Morse, David R.
Due to copyright restrictions, this file is not available for public download
Click here to request a copy from the OU Author.
|DOI (Digital Object Identifier) Link:||http://doi.org/10.40/978-1-61350-080-4|
|Google Scholar:||Look up in Google Scholar|
3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband connections and efforts towards their tighter integration with current 2D web environments. Besides traditional gaming and entertainment applications, some serious propositions are starting to emerge for their use particularly in education, where they are perceived as enablers of active learning, learning by doing, and knowledge construction through social interaction. However, there is still little understanding of how 3D virtual worlds can be designed and deployed effectively in the education domain and many challenges remain. This chapter makes a contribution towards such an understanding by reporting on three notable case studies at the authors’ own institutions, which have pioneered the use of Second Life, a 3D virtual world, in higher education.
|Item Type:||Book Chapter|
|Copyright Holders:||2012 IGI Global|
|Project Funding Details:||
|Academic Unit/Department:||Mathematics, Computing and Technology > Computing & Communications
Mathematics, Computing and Technology
|Interdisciplinary Research Centre:||Centre for Research in Computing (CRC)|
|Depositing User:||Shailey Minocha|
|Date Deposited:||23 May 2011 08:16|
|Last Modified:||23 Feb 2016 17:40|
|Share this page:|