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This book is a practical guide on how to transform your ideas from
virtual world course ware to virtual world learning experiences.
This book argues that setting up learning in 3D virtual worlds
requires a transformative approach. The advice given in this book
comes from real world implementers of virtual world learning. The
models presented here show how to transform your thinking in 3D
spaces and achieving your organizational learning goals while
motivating your learners. The practical articles and lesson plans
come from those pioneers who have used virtual worlds to learn,
teach and support their learners with in-world presence.
Transforming starts with recognizing virtual worlds as a place, and
then using the space to plan in 3D, design real-time and implement
a 'virtual biodome effect' for continuous learning. It is our hope
the book inspires current educational institutions to think about
creating persistent, scalable communities that thrive on
communication, global collaboration and sustainable interactivity.
The results are the same for K-12, community college, university,
industry and lifelong learners. It's not just about being in a
virtual world, it's about doing something engaging there to educate
and entertain the work force of the interconnected internet.
ANTi-History: This volume has a bold agenda, in which academics
create immersive worlds where the avatar is the centre of the
universe. As the virtual world grows, avatars move away from
quasi-human interactions within virtual domiciles, gardens, and
businesses to being blood cells in the blood stream, or to be
firing neurons in the human brain, or creatures competing on the
ocean floor or the surface of Mars or just about anything that can
be imagined using the magic of photographic and artistic images,
programming, narrative and avatars. What are the frameworks and
strategies for building these environments? What are the things the
avatar adapts and learns from in its environment? This book will
examine such frameworks, strategies, examples and feedback systems
to explore what it takes to create a global education environment
for learning. This starts with engaging your avatar and is
completed in a transformation in how you interact with the
internet. Whether using the visual internet to learn or to interact
with a customer about a product or service, this immersive
interface can be a world that knows you and forms around your
unique needs and interests.
ANTi-History: This volume has a bold agenda, in which academics
create immersive worlds where the avatar is the centre of the
universe. As the virtual world grows, avatars move away from
quasi-human interactions within virtual domiciles, gardens, and
businesses to being blood cells in the blood stream, or to be
firing neurons in the human brain, or creatures competing on the
ocean floor or the surface of Mars or just about anything that can
be imagined using the magic of photographic and artistic images,
programming, narrative and avatars. What are the frameworks and
strategies for building these environments? What are the things the
avatar adapts and learns from in its environment? This book will
examine such frameworks, strategies, examples and feedback systems
to explore what it takes to create a global education environment
for learning. This starts with engaging your avatar and is
completed in a transformation in how you interact with the
internet. Whether using the visual internet to learn or to interact
with a customer about a product or service, this immersive
interface can be a world that knows you and forms around your
unique needs and interests.
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