Identity Learning And Support In Virtual Environments
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Identity Learning And Support In Virtual Environments
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Author :
language : en
Publisher: BRILL
Release Date : 2009-01-01
Identity Learning And Support In Virtual Environments written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-01-01 with Education categories.
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
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Author : Anna Peachey
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-07-07
Reinventing Ourselves Contemporary Concepts Of Identity In Virtual Worlds written by Anna Peachey and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-07-07 with Computers categories.
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
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Author : Stricker, Andrew G.
language : en
Publisher: IGI Global
Release Date : 2019-06-14
Recent Advances In Applying Identity And Society Awareness To Virtual Learning written by Stricker, Andrew G. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-14 with Education categories.
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
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Author : Cynthia Carter Ching
language : en
Publisher: Cambridge University Press
Release Date : 2012-09-10
Constructing The Self In A Digital World written by Cynthia Carter Ching and has been published by Cambridge University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-09-10 with Psychology categories.
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.
Researching And Developing The Impacts Of Virtual Identity On Computational Learning Environments
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Author : Dominic Kao
language : en
Publisher:
Release Date : 2018
Researching And Developing The Impacts Of Virtual Identity On Computational Learning Environments written by Dominic Kao and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with categories.
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.
Cases On 3d Technology Application And Integration In Education
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Author : Nettleton, Kimberely Fletcher
language : en
Publisher: IGI Global
Release Date : 2013-01-31
Cases On 3d Technology Application And Integration In Education written by Nettleton, Kimberely Fletcher and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-31 with Education categories.
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
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Author : Jessie Y.C. Chen
language : en
Publisher: Springer
Release Date : 2018-07-10
Virtual Augmented And Mixed Reality Applications In Health Cultural Heritage And Industry written by Jessie Y.C. Chen and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-10 with Computers categories.
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.
Identity And Leadership In Virtual Communities Establishing Credibility And Influence
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Author : Hickey, Dona J.
language : en
Publisher: IGI Global
Release Date : 2014-02-28
Identity And Leadership In Virtual Communities Establishing Credibility And Influence written by Hickey, Dona J. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-02-28 with Social Science categories.
The presence and ubiquity of the internet continues to transform the way in which we identify ourselves and others both online and offline. The development of virtual communities permits users to create an online identity to interact with and influence one another in ways that vary greatly from face-to-face interaction. Identity and Leadership in Virtual Communities: Establishing Credibility and Influence explores the notion of establishing an identity online, managing it like a brand, and using it with particular members of a community. Bringing together a range of voices exemplifying how participants in online communities influence one another, this book serves as an essential reference for academicians, researchers, students, and professionals, including bloggers, software designers, and entrepreneurs seeking to build and manage their engagement online.
Virtual Learning Environments
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Author : Aroutis Foster
language : en
Publisher: Taylor & Francis
Release Date : 2024-06-07
Virtual Learning Environments written by Aroutis Foster and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-07 with Education categories.
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.
Transforming Gaming And Computer Simulation Technologies Across Industries
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Author : Dubbels, Brock
language : en
Publisher: IGI Global
Release Date : 2016-11-23
Transforming Gaming And Computer Simulation Technologies Across Industries written by Dubbels, Brock and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-23 with Computers categories.
In recent years, digital technologies have become more ubiquitous and integrated into everyday life. While once reserved mostly for personal uses, video games and similar innovations are now implemented across a variety of fields. Transforming Gaming and Computer Simulation Technologies across Industries is a pivotal reference source for the latest research on emerging simulation technologies and gaming innovations to enhance industry performance and dependency. Featuring extensive coverage across a range of relevant perspectives and topics, such as user research, player identification, and multi-user virtual environments, this book is ideally designed for engineers, professionals, practitioners, upper-level students, and academics seeking current research on gaming and computer simulation technologies across different industries.