000 03480nam a22004575i 4500
001 u377665
003 SIRSI
005 20160812084514.0
007 cr nn 008mamaa
008 100316s2010 ne | s |||| 0|eng d
020 _a9789048136278
_9978-90-481-3627-8
040 _cMX-MeUAM
050 4 _aLC8-6691
082 0 4 _a371.33
_223
100 1 _aAnnetta, Leonard A.
_eauthor.
245 1 0 _aV-Learning
_h[recurso electrónico] :
_bDistance Education in the 21st Century Through 3D Virtual Learning Environments /
_cby Leonard A. Annetta, Elizabeth Folta, Marta Klesath.
264 1 _aDordrecht :
_bSpringer Netherlands,
_c2010.
300 _aXV, 182 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aDistance Learning in the 21st Century -- Millennials and Why They Fail in Distance Learning Environments -- The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education -- Use of Virtual Learning Environments in Distance Education -- Serious Games, Simulations, and Case-Based Reasoning -- The Role of Synchronous Interactions Within Higher Education Distance Education Courses -- Presence, Identity, Self-Representation, and Perspective Taking Within Virtual Online Courses -- Situated Learning and Engagement in Distance Education -- Learning, Psycho-Cognition, and Flow -- Assessing and Evaluating Virtual World Effectiveness -- Tri-Hybrid Learning.
520 _aEqually grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education. Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how powerful these environments can be in the arena of education, and concludes that data-driven practice will ensure almost universal take-up, even among those currently unwilling to use V-learning. The authors provide numerous practical examples of distance learning in its current state of development, as well as making informed predictions about how future environments might evolve. This much-needed book is right at the cutting edge of its subject, and comes at a time when research in both educational gaming and distance learning are converging.
650 0 _aEducation.
650 0 _aEducation, Higher.
650 1 4 _aEducation.
650 2 4 _aEducational Technology.
650 2 4 _aLearning & Instruction.
650 2 4 _aComputers and Education.
650 2 4 _aHigher Education.
700 1 _aFolta, Elizabeth.
_eauthor.
700 1 _aKlesath, Marta.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9789048136209
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-90-481-3627-8
596 _a19
942 _cLIBRO_ELEC
999 _c205545
_d205545