Introduction

Title
Introduction
Publication Date
2016
Author(s)
Lee, Mark J W
Dalgarno, Barney
Gregory, Sue
( author )
OrcID: https://orcid.org/0000-0002-0417-8266
Email: sgregor4@une.edu.au
UNE Id une-id:sgregor4
Tynan, Belinda
Editor
Editor(s): Sue Gregory, Mark J W Lee, Barney Dalgarno, Belinda Tynan
Type of document
Book Chapter
Language
en
Entity Type
Publication
Publisher
Athabasca University Press
Place of publication
Edmonton, Canada
Edition
1
Series
Issues in Distance Education
UNE publication id
une:19384
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.
Link
Citation
Learning in Virtual Worlds: Research and Applications, p. xix-xxvii
ISBN
9781771991339
9781771991353
9781771991346
Start page
xix
End page
xxvii

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