Please use this identifier to cite or link to this item:
Title: Introduction
Contributor(s): Lee, Mark J W (author); Dalgarno, Barney (author); Gregory, Sue (author)orcid ; Tynan, Belinda (author)
Publication Date: 2016
Open Access: Yes
Handle Link:
Open Access Link:
Abstract: Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences; as a result, they have enjoyed considerable interest and uptake in education over the past several years. Educators and institutions worldwide have invested heavily in virtual worlds, with some making use of commercially hosted platforms like Second Life and ActiveWorlds, and others extending and adapting open-source products such as OpenSimulator (OpenSim), Open Wonderland, and Open Cobalt to create worlds hosted on internal servers and networks. Still others have built their own bespoke platforms and systems using a variety of programming languages and game engines to accommodate specific needs and goals.
Publication Type: Book Chapter
Source of Publication: Learning in Virtual Worlds: Research and Applications, p. xix-xxvii
Publisher: Athabasca University Press
Place of Publication: Edmonton, Canada
ISBN: 9781771991339
Field of Research (FOR): 130306 Educational Technology and Computing
130103 Higher Education
130212 Science, Technology and Engineering Curriculum and Pedagogy
HERDC Category Description: B2 Chapter in a Book - Other
Other Links:
Series Name: Issues in Distance Education
Statistics to Oct 2018: Visitors: 377
Views: 418
Downloads: 0
Appears in Collections:Book Chapter
School of Education

Files in This Item:
4 files
File Description SizeFormat 
Show full item record

Page view(s)

checked on Apr 18, 2019
Google Media

Google ScholarTM






Items in Research UNE are protected by copyright, with all rights reserved, unless otherwise indicated.