Learning in Metaverses

Co-Existing in Real Virtuality

Nonfiction, Computers, Advanced Computing, Virtual Reality, Reference & Language, Education & Teaching, Teaching, Computers & Technology
Cover of the book Learning in Metaverses by Eliane Schlemmer, Luciana Backes, IGI Global
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Author: Eliane Schlemmer, Luciana Backes ISBN: 9781466663534
Publisher: IGI Global Publication: August 31, 2014
Imprint: Information Science Reference Language: English
Author: Eliane Schlemmer, Luciana Backes
ISBN: 9781466663534
Publisher: IGI Global
Publication: August 31, 2014
Imprint: Information Science Reference
Language: English
The potential of virtual world technologies to improve teaching and learning has been recognized in recent years, creating new possibilities for teaching and learning processes, with virtual environments impacting the achievement of student learning and collaboration. Learning in Metaverses: Co-Existing in Real Virtuality discusses a better way to understand this new learning universe, exploring the possibilities of new social organization through the use of avatars in virtual worlds. Examining platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education, this reference book will be of use to academics, educators, students, researchers, gamers, and professionals.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
The potential of virtual world technologies to improve teaching and learning has been recognized in recent years, creating new possibilities for teaching and learning processes, with virtual environments impacting the achievement of student learning and collaboration. Learning in Metaverses: Co-Existing in Real Virtuality discusses a better way to understand this new learning universe, exploring the possibilities of new social organization through the use of avatars in virtual worlds. Examining platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education, this reference book will be of use to academics, educators, students, researchers, gamers, and professionals.

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