Emerging Technologies in Virtual Learning Environments, 1st Edition

  • Kim Becnel
  • Published By:
  • ISBN-10: 1522579885
  • ISBN-13: 9781522579885
  • DDC: 371.33
  • 348 Pages | eBook
  • Original Copyright 2019 | Published/Released March 2020
  • This publication's content originally published in print form: 2019

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The emergent phenomena of virtual reality, augmented reality, and mixed reality are impacting ways people communicate with technology and each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems where these technologies can support successful solutions and subsequently determine the efficacy of virtual learning environments. This research publication provides a deeper look into 3D virtual environments and how they can be developed and applied for the benefit of student learning and teacher training. This book features a range of topics such as science, technology, engineering, arts, and math to ensure a blend of both science and humanities research. For curriculum developers, instructional designers, teachers, school administrators, higher education faculty, professionals, researchers, and students studying across all academic disciplines.

Table of Contents

Front Cover.
Title Page.
Copyright Page.
Advances in Educational Technologies and Instructional Design (AETID) Book Series.
Table of Contents.
Detailed Table of Contents.
1: Self-Directed and Connected: Pedagogical Goals and Online Learning.
2: New Personal Learning Ecosystems: A Decade of Research in Review.
3: Teaching Virtual Online Courses in an Era of Negative Student Reviews: Mixed Methods Controlled Experiment and Feedback.
4: #teachingbydesign: Complicating Accessibility in the Tech-Mediated Classroom.
5: Participating on More Equal Terms? Power, Gender, and Participation in a Virtual World Learning Scenario.
6: 3D Virtual Environments: A Closer Look at Immersion.
7: Transitions in Student Motivation During a MUVE-Based Ecosystem Science Curriculum: An Evaluation of the Novelty Effect.
8: Perceptions of Presence and Community in Immersive Online Learning Environments.
9: Effects of Learning Traits and Information Display on Incidental Learning in 3D Virtual Environments.
10: Gamification: The Purpose of Play in the Virtual Classroom.
11: Games in Innovation Education: Simulated vs. Authentic Gamified Participation.
12: Rhetorical Replay and the Challenge of Gamic History: Silencing the Siren Song of Digital Simulation.
13: Revisiting MMORPGs in Support of Learning: Changes in the Last Decade.
14: Applications in Development: New Frontiers in Education and Training.
15: Augmented Reality-Based Training Systems for Teaching Health and Safety Procedures in Construction.
16: CSI4FS®: A Markerless Augmented Reality Game – A Novel Approach to Crime Scene Investigation Training.
17: A Constructivist Desktop Virtual Reality-Based Approach to Learning in a Higher Education Institution.
Compilation of References.
About the Contributors.