NEW

eBook Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments, 1st Edition

  • Gianni Panconesi
  • Maria Guida
  • Published By:
  • ISBN-10: 1522524274
  • ISBN-13: 9781522524274
  • DDC: 371.33
  • 637 Pages | eBook
  • Original Copyright 2017 | Published/Released September 2017
  • This publication's content originally published in print form: 2017
  • Price:  Sign in for price

About

Overview

Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. This book highlights program developments in the realm of digital worlds in educational settings. Featuring pedagogical methods and topics relating to cooperative learning, hands-on curriculum, and meta-cognitive dimensions, this publication is a critical reference source for pre-service and in-service teachers, school administrators, higher education faculty, and researchers interested in virtual reality incorporation in the classroom.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Game-Based Learning (AGBL) Book Series.
Titles in this Series.
Other Frontmatter.
List of Contributors.
Table of Contents.
Detailed Table of Contents.
Preface.
Acknowledgment.
Introduction.
An Integrated Methodological Approach: The Meaning of Virtual Worlds and Their Relation With the Physical World From a Learning Point of View.
1: Learn from Experience to Build Competence: A Model for Structuring Active Learning Practices in Virtual Learning Environments.
2: Coding CLIL Paths Inworld: Engaged Learning in Multilayered Environments.
3: A Perspective on the Application of Mastery Learning Theory in Virtual Worlds.
4: Virtual Learning Environments for a New Teaching Methodology.
5: Using SmallWorlds to Enhance Social Presence, Group Cohesion, and Group Identity in an Online Postgraduate Course.
6: Gamification: Teaching While Playing – Open Issues and Educational Guidelines.
7: Foreign Language Teaching Practices in 3D Multi-User Virtual Immersive Learning Environments.
8: Pedagogical Potential of Virtual Worlds: Challenges and Opportunities.
Methodological Guidance and Best Practices for Teacher Reflexivity and Professionalism.
9: An Informal Methodology for Teaching Through Virtual Worlds: Using Internet Tools and Virtual Worlds in a Coordinated Pattern to Teach Various Subjects.
10: Design Learning for Inclusion in Virtual World Through Cognitive Enhancement and the Feuerstein MLE’s Perspective.
11: Teacher Training in 3D Virtual Worlds: Understanding Immersive Learning for Teaching Practices.
12: Classroom Technology Acceptance for Teachers in 3D: A Case Study in PreVieW.
Beyond the Screens: Self Knowledge Through the Metaphor of the Avatar.
13: Virtual Reality as a Tool for Enhancing Learning in At-Risk Students and Increasing School Inclusion.
14: Real Life and Second Life, Osmotic Membranes: Dynamics of Identity and Social Relationships in Second Life.
15: The Added Value of 3D World in Professional, Educational, and Individual Dynamics.
The Value of the Learning Community and of the Interpersonal Relationships.
16: Lessons from Cypris Chat: Revisiting Virtual Communities as Communities.
17: Learning by Doing in 3D Environments: Collaborative Efforts in Second Life and Open Sim.
18: Field Research in Second Life: Strategies for Discussion Group Facilitation and Benefits of Participation.
19: Communication 2.0 at School: A Way to Connect Teachers and Students.
A Collection of Sound Experiences and Implemented Projects.
20: Virtual Worlds in Geoscience Education: Learning Strategies and Learning 3D Environments.
21: Techland: Math and Science in a Virtual World.
22: Art and Didactics in Virtual Worlds: How Technology Can Activate Social Skills.
23: Energy in 3D: Designing the City of the Future.
24: Geometry and Pastry Making/Tesselations and Decorations: Teaching Experience Between Real and Virtual.
25: Dante Project: Experience the Immersive Virtual Worlds.
26: Popularization of Science in 3D Virtual Environments With “Scienza on the Road”.
27: Virtual Worlds: Places Where You Can Find Your True Talents.
Compilation of References.
About the Contributors.
Index.