Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/19188
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: https://hdl.handle.net/1959.11/19188
Open Access Link: http://www.aupress.ca/index.php/books/120254
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
9781771991353
9781771991346
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: http://trove.nla.gov.au/version/227025616
Series Name: Issues in Distance Education
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Appears in Collections:Book Chapter
School of Education

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