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Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline.
By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds.
This book was originally published as a special issue of Learning, Media & Technology.
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Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline.
By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds.
This book was originally published as a special issue of Learning, Media & Technology.
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Three issues are explored and used as organizers for The International Handbook of Virtual Learning Environments. First, a distinction is made between virtual learning and learning virtually. Second, since the focus is on learning, an educational framework is developed as a means of bringing coherence to the available literature. Third, learning is defined broadly as a process of knowledge creation for transforming experience to reflect different facets of "the curriculum of life".
The Handbook is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. A variety of chapters representing different academic and professional fields are included. These chapters cover topics ranging from philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative ''classics'' originally published in other settings.
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Social Justice, Participation, and Engagement in the Information Society
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The Hacker and Maker Movements in Context
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The Hacker and Maker Movements in Context
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