Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom


Book Description

Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom highlights the work of educators daring enough to teach in these new frontiers of education. This timely publication is a must-read for all educators and practitioners, of any subject and at any level, who wish to incorporate a dynamic online element to their classroom. It is also meant for researchers of education, computer science, and instructional technologies. Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom is a one-stop resource for practices, as well as research activities, within the domain on Multi-User Virtual Environments.




Online Communities and Social Computing


Book Description

This book constitutes the refereed proceedings of the 4th International Conference on Online Communities and Social Computing, OCSC 2011, held in Orlando, FL, USA in July 2011 in the framework of the 14th International Conference on Human-Computer Interaction, HCII 2011 with 10 other thematically similar conferences. The 77 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of online communities and social computing, addressing the following major topics: on-line communities and intelligent agents in education and research; blogs, Wikis and Twitters; social computing in business and the enterprise; social computing in everyday life; information management in social computing.




The Information Behavior of a New Generation


Book Description

Has the information behavior of children and youth changed significantly over the last two decades? The Information Behavior of a New Generation: Children and Teens in the 21st Century attempts to answer this question from a variety of viewpoints. Thirteen researchers from educational psychology, computer science, education, and information studies have contributed to eleven chapters on models of information behavior, the cognitive development of youth, information literacy, everyday information behavior, cyber-bullying, gaming in virtual environments, learning labs, social networks, intellectual disabilities, and current and future systems. Whether they are referred to as digital natives, the Google-generation, or generation M, today's youth are active consumers and avid producers of digital information. Smart phones are the new generation's communication tools, social networks are their interaction venues, and virtual environments are their new playgrounds. This new digital communication era has prompted researchers from a variety of disciplines to contribute to this book on the information behavior of children and teens. One of the many conclusions that may be drawn from the chapters in the book is that information behavior is a multifaceted phenomenon, evolving alongside the rapid developments in information and communication technologies. The new generation tends to multitask, managing many activities simultaneously, such as scanning for and skimming information, texting brief messages, and posting audio and visual information on social media. While children and teens are tech savvy, they lack certain information and media literacy skills essential in today's digital environment. For researchers, the authors pose questions for further investigation in the hope that innovative services will be offered and novel systems will be developed to help the new generation. For teachers and information professionals, the authors provide a broad background to assist them with a more in-depth and thorough understanding and appreciation of children's and teens' information behavior.




Research Anthology on Virtual Environments and Building the Metaverse


Book Description

With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.




The Routledge Handbook of Hispanic Applied Linguistics


Book Description

This book provides a comprehensive overview of Hispanic applied linguistics, allowing students to understand the field from a variety of perspectives and offering insight into the ever-growing number of professional opportunies afforded to Spanish language program graduates. The goal of this book is to re-contextualize the notion of applied linguistics as simply the application of theoretical linguistic concepts to practical settings and to consider it as its own field that addresses language-based issues and problems in a real-world context. The book is organized into five parts: 1) perspectives on learning Spanish 2) issues and environments in Spanish teaching 3) Spanish in the professions 4) the discourses of Spanish and 5) social and political contexts for Spanish. The book’s all-inclusive coverage gives students the theoretical and sociocultural context for study in Hispanic applied linguistics while offering practical information on its application in the professional sector.




Current and Prospective Applications of Virtual Reality in Higher Education


Book Description

For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the integration of virtual reality in education programs and establishes foundations for course design, program development, and institutional strategic planning. The book covers an overall understanding and approach to virtual reality in education, specific applications of using virtual reality in higher education, and prospects and issues of virtual reality in the future. Highlighting a wide range of topics such as gamification, teacher training, and virtual reality, this book is ideal for teachers, instructional designers, curriculum developers, academicians, program developers, administrators, educational software developers, policymakers, researchers, education professionals, and students.




Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning


Book Description

As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.




Technology in Interlanguage Pragmatics Research and Teaching


Book Description

Technology-informed approaches to L2 research and teaching have prompted great interest by both researchers and practitioners alike. This book highlights the relationship between digitally-meditated technologies and second language pragmatics by presenting exemplary applications of technology for both research and pedagogy. Part I presents technology-informed research practices that range from measuring response times when processing conversational implicature to studies examining systematic pragmatic learning via online activities and multiuser virtual environments, as well as analyzing features of pragmatic language use in social networking and longitudinal learner corpora. Part II surveys a variety of technology-assisted tools for teaching pragmatics, including: place-based mobile games, blogging, web-based testing, and automated text analysis software. The volume will be of interest for those interested in technological tools to expand the scope of traditional methods of data collection, analysis, and teaching and critically examining how technology can best be leveraged as a solution to existing barriers to pragmatics research and instruction.




The Social Classroom: Integrating Social Network Use in Education


Book Description

As technology is being integrated into educational processes, teachers are searching for new ways to enhance student motivation and learning. Through shared experiences and the results of empirical research, educators can ease social networking sites into instructional usage. The Social Classroom: Integrating Social Network Use in Education collates different viewpoints on how social networking sites can be integrated in education. Highlighting both formal and informal uses of social interaction tools as learning tools, this book will be very useful to all educators, trainers and academic researchers in all aspects of education looking for a theoretical/practical approach to resourceful teaching.




Digital Games in Language Learning and Teaching


Book Description

This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.