Author(s) |
Lee, Mark J W
Dalgarno, Barney
Gregory, Sue
Tynan, Belinda
|
Publication Date |
2016
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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.
|
Citation |
Learning in Virtual Worlds: Research and Applications, p. xix-xxvii
|
ISBN |
9781771991339
9781771991353
9781771991346
|
Link | |
Language |
en
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Publisher |
Athabasca University Press
|
Series |
Issues in Distance Education
|
Edition |
1
|
Title |
Introduction
|
Type of document |
Book Chapter
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Entity Type |
Publication
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