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Titlebook: Researching Learning in Virtual Worlds; Anna Peachey,Julia Gillen,Sarah Smith-Robbins Book 2010 Springer-Verlag London 2010 Avatars.Digita

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发表于 2025-3-21 19:15:39 | 显示全部楼层 |阅读模式
书目名称Researching Learning in Virtual Worlds
编辑Anna Peachey,Julia Gillen,Sarah Smith-Robbins
视频video
丛书名称Human–Computer Interaction Series
图书封面Titlebook: Researching Learning in Virtual Worlds;  Anna Peachey,Julia Gillen,Sarah Smith-Robbins Book 2010 Springer-Verlag London 2010 Avatars.Digita
描述.Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds...The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines..
出版日期Book 2010
关键词Avatars; Digital Literacies; Game-based learning; Interactive Learing Experiences; Interactive Learning
版次1
doihttps://doi.org/10.1007/978-1-84996-047-2
isbn_softcover978-1-4471-2538-9
isbn_ebook978-1-84996-047-2Series ISSN 1571-5035 Series E-ISSN 2524-4477
issn_series 1571-5035
copyrightSpringer-Verlag London 2010
The information of publication is updating

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发表于 2025-3-21 22:06:10 | 显示全部楼层
Researching Learning in Virtual Worlds978-1-84996-047-2Series ISSN 1571-5035 Series E-ISSN 2524-4477
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Human–Computer Interaction Serieshttp://image.papertrans.cn/r/image/828111.jpg
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Learning, Teaching and Ambiguity in Virtual Worlds,nd exhibiting art, playing games, exploring, shopping, or running a business, for instance. We argue that the variable nature of SL gives rise to degrees of ambiguity. This ambiguity impacts on inworld social practices, and has significant implications for online teaching and learning.
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Design and Delivery of Game-Based Learning for Virtual Patients in Second Life: Initial Findings, chapter also represents an overview of the finding of a recent trial aimed to explore attitude towards two e-learning delivery methods including the delivery of game-based learning for virtual patients in SL.
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1571-5035 e held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual
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The Schome Park Programme: Exploring Educational Alternatives,ivities which took place. It goes on to explore some dimensions of practice which emerged from the data analysis towards the end of Phase 3, focusing on learner experiences of experimentation, playfulness, curriculum, choice, participation and the expression of the learner voice.
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