Identity, Learning and Support in Virtual Environments

Identity, Learning and Support in Virtual Environments
Author:
Publisher: BRILL
Total Pages: 168
Release: 2009-01-01
Genre: Education
ISBN: 9087909942

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Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.

Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds

Reinventing Ourselves: Contemporary Concepts of Identity in Virtual Worlds
Author: Anna Peachey
Publisher: Springer Science & Business Media
Total Pages: 337
Release: 2011-07-07
Genre: Computers
ISBN: 0857293613

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The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.

Recent Advances in Applying Identity and Society Awareness to Virtual Learning

Recent Advances in Applying Identity and Society Awareness to Virtual Learning
Author: Stricker, Andrew G.
Publisher: IGI Global
Total Pages: 416
Release: 2019-06-14
Genre: Education
ISBN: 152259681X

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Online and virtual learning has developed into an essential aspect of learning technologies. A transdisciplinary perspective is needed to evaluate the interplay between social awareness and online virtual environments. Recent Advances in Applying Identity and Society Awareness to Virtual Learning is a critical academic publication that provides a robust examination of the social aspects of virtual learning by providing groundbreaking research on the use of 3D design thinking and cognitive apprenticeship in virtual learning spaces for team science, transdisciplinarity, idea incubation, and curation. It also identifies new patterns, methods, and practices for virtual learning using enhanced educational technology that leverages artificial intelligence, cloud computing, and the Internet of Things (IoT) to integrate 3D immersive environments, augmented reality, games, simulations, and wearable technology, while also evaluating the impact of culture, community, and society on lifelong learning and self-determinism to address critical problems in education, such as STEM. Focusing on a broad range of topics including learning spaces, cloud computing, and organizational strategy, this publication is ideal for professionals, researchers, educators, and administrators.

Constructing the Self in a Digital World

Constructing the Self in a Digital World
Author: Cynthia Carter Ching
Publisher: Cambridge University Press
Total Pages: 269
Release: 2012-09-10
Genre: Psychology
ISBN: 1139576453

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It has become popular in recent years to talk about 'identity' as an aspect of engagement with technology - in virtual environments, in games, in social media and in our increasingly digital world. But what do we mean by identity and how do our theories and assumptions about identity affect the kinds of questions we ask about its relationship to technology and learning? Constructing the Self in a Digital World takes up this question explicitly, bringing together authors working from different models of identity but all examining the role of technology in the learning and lives of children and youth.

Cases on 3D Technology Application and Integration in Education

Cases on 3D Technology Application and Integration in Education
Author: Nettleton, Kimberely Fletcher
Publisher: IGI Global
Total Pages: 456
Release: 2013-01-31
Genre: Education
ISBN: 1466628162

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Cases on 3D Technology Application and Integration in Education highlights the use of 3D technologies in the educational environment and the future prospects of adaption and evolution beyond the traditional methods of teaching. This comprehensive collection of research aims to provide instructors and researchers with a solid foundation of information on 3D technology.

Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry

Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry
Author: Jessie Y.C. Chen
Publisher: Springer
Total Pages: 408
Release: 2018-07-10
Genre: Computers
ISBN: 3319915843

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This two-volume set LNCS 10909 and 10910 constitutes the refereed proceedings of the 10th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2018, held as part of HCI International 2018 in Las Vegas, NV, USA. HCII 2018 received a total of 4346 submissions, of which 1171 papers and 160 posters were accepted for publication after a careful reviewing process. The 65 papers presented in this volume were organized in topical sections named: interaction, navigation, and visualization in VAMR; embodiment, communication, and collaboration in VAMR; education, training, and simulation; VAMR in psychotherapy, exercising, and health; virtual reality for cultural heritage, entertainment, and games; industrial and military applications.

Virtual Learning Environments

Virtual Learning Environments
Author: Aroutis Foster
Publisher: Taylor & Francis
Total Pages: 188
Release: 2024-06-07
Genre: Education
ISBN: 1040035302

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This book provides education scholars insight into current theoretical and methodological approaches to conceptualize, facilitate, and examine learning and identity in virtual learning environments such as games and simulations. Virtual learning environments (VLEs) are being increasingly designed, implemented, and researched because they offer opportunities for learning that are embodied, enactive (i.e., learning by doing), extended into the learners’ environment, and embedded in authentic and potentially valuable contexts for identity exploration. Each chapter in this book uniquely illustrates the learning and identity processes, characteristics, and outcomes that VLEs can facilitate. Together, these approaches provide a foundation for use-inspired research that guides how individuals intentionally, continually, and dynamically reinvent the self for a future that requires flexibility and adaptability in both career and academic spaces. The volume will be a key resource for researchers, scholars, and practitioners engaged in the interdisciplinary fields of learning sciences, learning analytics, and learning design. It was originally published as a special issue of The Journal of Experimental Education.

Integrating Multi-User Virtual Environments in Modern Classrooms

Integrating Multi-User Virtual Environments in Modern Classrooms
Author: Qian, Yufeng
Publisher: IGI Global
Total Pages: 367
Release: 2018-01-26
Genre: Education
ISBN: 1522537201

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As innovation advances and grows, classrooms are able utilize more advanced technology to educate students. Through virtual learning environments, students can experience real-life tasks and situations more directly, promoting active engagement in education. Integrating Multi-User Virtual Environments in Modern Classrooms provides emerging research on the development of multi-user virtual learning environments and their potential role in education. Highlighting a range of pertinent topics, such as project-based learning, social learning theory, and interactive media, this book is a vital resource for educational researchers, school teachers, college professors, and instructional designers seeking current research on the benefits and integration of multi-user virtual environments in modern education.

Organizing and Learning Through Gaming and Simulation

Organizing and Learning Through Gaming and Simulation
Author:
Publisher: Eburon Uitgeverij B.V.
Total Pages: 432
Release: 2007
Genre: Simulation games in education
ISBN: 9059722310

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45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.

Researching and Developing the Impacts of Virtual Identity on Computational Learning Environments

Researching and Developing the Impacts of Virtual Identity on Computational Learning Environments
Author: Dominic Kao
Publisher:
Total Pages: 319
Release: 2018
Genre:
ISBN:

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With the current proliferation of educational games, MOOCs, and with the pervasive use of virtual identities such as avatars in systems ranging from online forums to virtual reality simulations, it is increasingly important to understand the impacts of avatars. Over two years, I led an initiative in MIT’s Imagination, Computation, and Expression (ICE) Laboratory conducting experiments involving > 10,000 participants to understand the impacts of virtual identities on users in virtual environments. Using a computer science learning platform and game of our own creation as an experimental setting, we have been studying the impacts of avatar use on users’ performance and engagement in computer science learning environments. This is a topic of increasing importance in human-computer interaction [69, 130, 132, 310, 452, 549]. While a great deal of work focuses on procedural thinking and problem solving, we argue that attending to learners’ identities and their engagement to be equally important. We systematically explored the impacts of different avatar types on users, beginning with distinctions between anthropomorphic vs. non-anthropomorphic avatars, user likeness vs. non-likeness avatars, and other conditions informed by insights from the learning sciences and sociology. Our studies have revealed that avatars can support, or harm, performance and engagement. Several notable trends are: 1) simple abstract avatars (such as geometric shapes) are especially effective when the player is experiencing failure, e.g., while debugging, 2) likeness avatars (avatars in a user’s likeness) are not always effective, 3) role model avatars (in particular scientist avatars) are often effective, and 4) successful likeness avatars that are a user’s likeness when doing well and otherwise abstract are effective. We describe our studies leading to these findings and end with a follow-up study.