Handbook of Research on Practices and Outcomes in Virtual Worlds and EnvironmentsRelease Date: July, 2011. Copyright © 2012. 840 pages.
Select a Format:
Hardcover | $495.00 | | |
You must have an IGI Global account before adding an e-book to your shopping cart.
In Stock. Have it as soon as May. 30 with express shipping*. DOI: 10.4018/978-1-60960-762-3, ISBN13: 9781609607623, ISBN10: 1609607627, EISBN13: 9781609607630  | | TopDescriptionResearchers and educators are increasingly interested in how virtual worlds allow users to interact, play, learn, do business, share, and collaborate in an online environment. Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments. TopTable of Contents and List of Contributors
Search this Book:
Reset | 1. |
Scott J. Warren (University of North Texas, USA), Lin Lin (University of North Texas, USA)
The goal of this chapter is to identify ethical concerns that instructional designers should be aware of when designing and developing learning games, simulations, a...
Sample PDF |
More details... | $37.50 |
| 2. |
Stuart Slater (University of Wolverhampton UK), David Burden (Daden Ltd, UK)
The work discussed in this chapter involves a proposal to add human like attributes (emotions in this instance) to characters in games and virtual worlds to enhance...
Sample PDF |
More details... | $37.50 |
| 3. |
Glenn T. Tsunokai (Western Washington University, USA), Allison R. McGrath (Vanderbilt University, USA)
Technological innovations in computer-mediated communication have helped hate groups to transform themselves into virtual communities. Likeminded individuals are now...
Sample PDF |
More details... | $37.50 |
| 4. |
Craig Pragnell (Bournemouth University, UK), Christos Gatzidis (Bournemouth University, UK)
This chapter presents an investigation in determining whether players are addicted, or show signs of addiction, to the Massively Multiplayer Role Playing Game (MMORP...
Sample PDF |
More details... | $37.50 |
| 5. |
Marcus Vinicius Santos Kucharski (Universidade Tuiuti do Paraná & Pontifícia Universidade Católica do Paraná, Brazil), Patricia Lupion Torres (Pontifícia Universidade Católica do Paraná Brazil)
The continuous growth of distance education (DE) programs in all levels, powered by the development of new information and communication technologies (ICT), brings n...
Sample PDF |
More details... | $37.50 |
| 6. |
Shalin Hai-Jew (Kansas State University, USA)
Human depth perception involves complex visual and brain functions. Depth perception in desktop virtual reality has become more important given the uses of such spa...
Sample PDF |
More details... | $37.50 |
| 7. |
Caroline M L Ho (Nanyang Technological University, Singapore)
This chapter provides a broad survey of virtual museums and their developments in a range of contexts from various parts of the world. The focus is on exploring virt...
Sample PDF |
More details... | $37.50 |
| 8. |
Lisa Dethridge (RMIT University, Australia)
We observe how gallery visitors and the viewer-as-avatar may experience artwork that includes both real and virtual elements. The use of a mixed-reality environment...
Sample PDF |
More details... | $37.50 |
| 9. |
Samuel Cruz-Lara (LORIA / INRIA Nancy - Grand Est, France), José Manuel Cabello (Innovalia Association, Spain), Tarik Osswald (LORIA / INRIA Nancy - Grand Est, France), Antonio Collado (Carsa, Spain), José M. Franco (Avantalia, Spain), Sergio Barrera (Virtualware, Spain)
This work is partially supported by the ITEA2 Metaverse1 (www.metaverse1.org) Project.
Sample PDF |
More details... | $37.50 |
| 10. |
Damian Schofield (State University of New York at Oswego, USA)
There are a number of fundamental implications inherent in the shift from oral to visual mediation, and a number of facets of this modern evidence presentation techn...
Sample PDF |
More details... | $37.50 |
| 11. |
Stephanie L. Davy-Jow (Liverpool John Moores University, UK), Summer J. Decker (University of South Florida, USA), Damian Schofield (State University of New York at Oswego, USA)
Anthropology is the “study of man” and encompasses a diverse range of topics, including socio-cultural studies, linguistics, archaeology, and physical anthropology....
Sample PDF |
More details... | $37.50 |
| 12. |
Chaka Chaka (Walter Sisulu University, South Africa)
This chapter explores the potential both Second Life (SL) and World of Warcraft (WoW) as instances of a virtual world (VW) and a massively multi-player online role-p...
Sample PDF |
More details... | $37.50 |
| 13. |
Belinda M. Cambre (University of New Orleans, USA)
Publicly funded alternatives to traditional public schools have taken place in the form of charter schools and, most recently, cyber charter schools. Cyber charter s...
Sample PDF |
More details... | $37.50 |
| 14. |
Emil R. Kaburuan (National Cheng Kung University, Taiwan), Chien-Hsu Chen (Chien-HsuChenNational Cheng Kung University, Taiwan), Tay-Sheng Jeng (Tay-ShengJengNational Cheng Kung University, Taiwan)
The growing numbers of online religion practice has increased significantly. This growing number is not only based on the website pattern, but also in the 3D online...
Sample PDF |
More details... | $37.50 |
| 15. |
Damian Schofield (State University of New York at Oswego, USA)
Rather than focusing on the pedagogical aspects of learning in Virtual Environments (VE), this chapter will introduce a number of lessons that can be learned from in...
Sample PDF |
More details... | $37.50 |
| 16. |
Yi Yang (Franklin University, USA), Curtis J. Bonk (Indiana University, USA)
Roles of administrators are often overlooked when discussing the quality of online education. Administrators have long asserted the pivotal influence on school polic...
Sample PDF |
More details... | $37.50 |
| 17. |
Athanassios Jimoyiannis (University of Peloponnese, Greece), Maria Gravani (Open University of Cyprus, Cyprus), Yiasemina Karagiorgi (Ministry of Education and Culture, Cyprus)
This chapter acknowledges the increasing impact of eLearning and the associated rise of Virtual Campuses (VCs) for Teacher Professional Development (TPD). On the bas...
Sample PDF |
More details... | $37.50 |
| 18. |
Eileen O’Connor (SUNY Empire State College, USA)
Working within virtual, three-dimensional environments offers the promise of moving beyond geographic constraints, enhancing distance interactions, providing more co...
Sample PDF |
More details... | $37.50 |
| 19. |
Julie Radachy (Smarthinking, Inc., USA), Christa Ehmann Powers (Smarthinking, Inc., USA)
Using Smarthinking, Inc. as a case study, effective instant messaging is explored as a viable communication option for organizations, specifically virtual organizati...
Sample PDF |
More details... | $37.50 |
| 20. |
Jenny Baum (New York Public Library, USA), Kate Lyons (Hostos Community College Library, USA)
Librarianship has stereotypically been about books, communities, and the connection between the two. With the emergence of new media and technology, the concept of b...
Sample PDF |
More details... | $37.50 |
| 21. |
M. Yasar Ozden (Middle East Technical University, Turkey), Nuray Gedik (Middle East Technical University, Turkey), Aslihan Kocaman-Karoglu (Middle East Technical University, Turkey)
This study describes a Web-based, in-service training program designed by Middle East Technical University in collaboration with the National Police in Turkey. The a...
Sample PDF |
More details... | $37.50 |
| 22. |
Harrison Hao Yang (State University of New York at Oswego, USA), Na Yao (Shanghai Normal University, China), Pinde Chen (South China Normal University, China)
This chapter provides an overview of websites of higher education institutions. It then discusses the impact of emergent Web 2.0 technologies and social media on the...
Sample PDF |
More details... | $37.50 |
| 23. |
Sharon Stoerger (University of Wisconsin - Milwaukee, USA.)
Technology is changing at a rapid pace, and information is becoming a more prominent feature in society. Advocates of educational technology contend that virtual wor...
Sample PDF |
More details... | $37.50 |
| 24. |
Michelle W.L. Fong (Victoria University, Australia)
This chapter presents a case study in which Computer-Mediated Communication (CMC) and mobile telephone technologies were used to liberate Work-Integrated Learning (W...
Sample PDF |
More details... | $37.50 |
| 25. |
Trevor Barker (University of Hertfordshire, United Kingdom)
This chapter presents a summary of research undertaken at the University of Hertfordshire into the usability and affordances of three-dimensional (3D) virtual enviro...
Sample PDF |
More details... | $37.50 |
| 26. |
Hyungsung Park (Kyonggi University, Republic of Korea)
According to generalized usage of computer technology in modern society, computer usage in learning activities is increasing. Textual and audiovisual learning materi...
Sample PDF |
More details... | $37.50 |
| 27. |
Hong Zhan (Embry-Riddle Aeronautical University, Prescott, USA)
This chapter describes a study of collaborative learning in undergraduate online courses. Three classes containing a different degree of collaboration (no-collaborat...
Sample PDF |
More details... | $37.50 |
| 28. |
Wajeeh Daher (Al-Qasemi Academic College of Education, Baka, Israel and An-Najah National University, Nablus, Palestine)
Virtual interactions play an important role in distance electronic learning. This chapter suggests an evaluation tool of virtual interactions in electronic forums an...
Sample PDF |
More details... | $37.50 |
| 29. |
Yuliang Liu (Southern Illinois University Edwardsville, USA)
Instructor feedback, learner satisfaction, and online learning are currently significant topics in online instruction. According to Blignaut and Trollip (2003), ther...
Sample PDF |
More details... | $37.50 |
| 30. |
C. C. Chou (University of St. Thomas, USA), Rama Kaye Hart (University of St. Thomas, USA)
An increasing number of organizations have established presences in Second Life or virtual worlds for organizational learning. The types of activities range from sta...
Sample PDF |
More details... | $37.50 |
| 31. |
Patricia Lupion Torres (Pontifícia Universidade Católica do Paraná, Brazil), Marcus Vinicius Santos Kucharski (Universidade Tuiuti do Paraná and Pontifícia Universidade Católica do Paraná, Brazil)
More than forming technically competent professionals, universities face a new challenge: doing so under specific principles that can only be achieved by developing...
Sample PDF |
More details... | $37.50 |
| 32. |
Nicholas W. Farha (Logan University, USA)
This manuscript outlines a dual approach to online best practices that includes both the administrative side and the instructional (faculty) side of distance educati...
Sample PDF |
More details... | $37.50 |
| 33. |
Rosalyn Rufer (State University of New York at Empire State College, USA), Ruifang Hope Adams (State University of New York at Empire State College, USA)
The purpose of this chapter is to adapt instructional strategies to virtual world learning environment in Second Life and reach more diverse learners with different...
Sample PDF |
More details... | $37.50 |
| 34. |
Yi Yang (Franklin University, USA), Michelle Buchberger (Franklin University, USA), Harrison Hao Yang (State University of New York at Oswego, USA)
As the pressure to provide accountability in education escalates, the assessment of student learning becomes increasingly important. This chapter describes an approa...
Sample PDF |
More details... | $37.50 |
| 35. |
Michele Fumarola (Delft University of Technology, Netherlands), Cornelis Versteegt (APM Terminals Maasvlakte II B.V., Netherlands)
Recent trends in container terminal design favor automation above manual labor. Automatic container terminals outperform their manual counterparts in terms of twenty...
Sample PDF |
More details... | $37.50 |
| 36. |
Ismo Rakkolainen (University of Tampere, Finland), Satu Jumisko-Pyykkö (Tampere University of Technology, Finland)
The “immaterial” FogScreen™ is an emerging display technology that enables high-quality projected 2D images in mid-air. It also appears dry and non-existant to touch...
Sample PDF |
More details... | $37.50 |
| 37. |
Samuel Cruz-Lara (University of Lorraine, France), Tarik Osswald (University of Lorraine, France), Jean-Pierre Camal (University of Lorraine, France), Nadia Bellalem (University of Lorraine, France), Lotfi Bellalem (University of Lorraine, France), Jordan Guinaud (University of Lorraine, France)
In order to enhance interoperability between virtual worlds, applications, and corpora, it is obvious that standards should come into place. This is the main goal of...
Sample PDF |
More details... | $37.50 |
| 38. |
Youngkyun Baek (Boise State University, USA), Hoe Kyeung Kim (Cleveland State University, USA)
This chapter describes the process of design and development of the Virtual English Adventure in Second Life. The in-depth description and explanation of designing a...
Sample PDF |
More details... | $37.50 |
| 39. |
Sunhong Hwang (The University of Houston, USA), Brian Plankis (The University of Houston, USA)
Electronic portfolios experienced a surge of public interest and funding from 1999 to 2003, but implementation of programs involving the utilization of this tool has...
Sample PDF |
More details... | $37.50 |
| 40. |
Roderick M. Riensche (Pacific Northwest National Laboratory, USA), Andrew J. Cowell (Pacific Northwest National Laboratory, USA)
Operators of popular virtual worlds, online games, and other environments employ a number of models to engage in commerce with users and to facilitate user-to-user c...
Sample PDF |
More details... | $37.50 |
TopReviews and Testimonials
The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments provides not only the latest and most advanced developments of virtual worlds and environments for experienced professionals, but also provides clear and comprehensive information for novice readers.
– Harrison Hao Yang, State University of New York at Oswego, and Steve Chi-Yin Yuen, The Univeristy of Southern Mississippi, USA
TopTopics Covered- Distance Learning
- Social, Ethical, and Human Perspectives of Virtual Worlds
- Virtual Communities
- Virtual Reality Technologies
- Virtual World Applications
- Virtual Worlds and Environments
- Virtual Worlds and Pedagogical Design
- Virtual Worlds and Professional Development
TopPrefaceWith recent advances in computing technology, virtual worlds and environments are growing rapidly as well as gaining in popularity. Virtual worlds are online computer-simulated environments where users can interact with one another, whether for work or play, in a manner comparable to the real world. Virtual worlds are exemplified by environments such as Second Life, an online 3-D virtual reality world, as well as World of Warcraft (WoW), a massively multiplayer online virtual game. Educators, researchers, corporate trainers, instructional designers, and many others have recently shown great interest in virtual worlds and environments, which they have used increasingly in a variety of contexts: teaching in classrooms, informal learning, distance learning, business, gaming, entertainment, and e-commerce. Virtual worlds allow users to come together to interact, play, learn, do business, conduct classes, do research, and hold conferences in an online environment. Virtual reality technology enables educators and trainers to build virtual learning communities for learners with the goal of helping them solve real-world problems in an experiential setting.
A growing number of educators and researchers have tapped into the educational potential of virtual environments and they contend that virtual worlds will revolutionize education. Virtual worlds are now attracting interest from institutions and organizations as platforms for learning and have become one of the most exciting, dynamic, and yet challenging fields facing us today. What is the history of virtual worlds and environments? Where are we now? What will the future bring? What are the key elements of virtual worlds and environments we need to focus on? Where has progress been made? How will we face and rise to new opportunities and challenges? How do we analyze, design, develop, implement, and evaluate virtual worlds and environments? In order to shed light on these questions, we’ve taken a comprehensive view and looked at at virtual worlds and environments from historical, conceptual, technical, practical, social, and vocational perspectives. The result is this book, entitled Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments.
The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments both introduces theoretical aspects of virtual worlds and environments and disseminates cutting-edge research and first-hand practices on virtual world design, and development. In addition, virtual communities, applications, pedagogical design, strategies, and future trends of virtual worlds and environments are covered. The book is written for broader audiences including educators, e-business managers, trainers, administrators, and researchers working in the area of e-learning or distance learning in various disciplines (e.g. education, corporate training, instructional technology, computer science, library information science, information technology, and workforce development). The book is designed to be used in a flexible manner, and it can be easily adapted to suit a variety of Information Technology or instructional technology related courses, meeting student, instructor, and professional needs. The book can be used as a research reference, a pedagogical and professional guide, or an educational resource in the area of virtual worlds and environments.
The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments goes beyond theoretical insights of virtual worlds and environments. It shares practical aspects of virtual worlds and environments and provides readers with a balanced mix of research, theory, and applications on both innovative virtual reality technologies and future virtual worlds and environments. The book includes a selection of chapters addressing current research, case studies, design and applications, best practices, pedagogical approaches and strategies, related resources and projects related to virtual worlds and environments. The book is organized into five parts: Social, Ethical, and Human Perspectives (Chapters 1-6); Virtual Communities, Applications, and Implications (Chapters 7-14); Strategies and Impacts on Professional Development (Chapters 15-22); Pedagogical Design and Implementations (Chapters 23-31); and Program and Disciplinary Practices (Chapters 32-40). The Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments provides not only the latest and most advanced developments of virtual worlds and environments for experienced professionals, but also provides clear and comprehensive information for novice readers. We hope readers will benefit from the work of authors who range from cutting edge researchers to experienced practitioners regarding current research and present and future practices in virtual worlds and environments.
Harrison H. Yang and Steve C. Yuen October 22, 2010 TopAuthor(s)/Editor(s) BiographyHarrison Hao Yang (Ed.D., Florida International Univeristy, 1996) is a Professor in the Department of Curriculum and Instruction at State University of New York at Oswego, USA. His research specialties include assessment and e-folios, distance/flexible education, information literacy, Information Technology diffusion/integration, learning theories, issues and trends on vocational-technical education, and Web/learning communities. Dr. Yang is the recipient of State University of New York (System-wide) Chancellor’s Award for Excellence in Teaching in 2009, and SUNY Oswego President’s Award for Teaching Excellence in 2006. Steve Chi-Yin Yuen (Ph.D., The Pennsylvania State University, 1984) is a Professor in the Department of Technology Education at The University of Southern Mississippi (USM), USA. His research specialties include electronic performance support system, e-learning 2.0, handheld technology in teaching and learning, mobile learning, multimedia instruction, semantic Web, social networking in education, technology planning and implementation in the classrooms, Web 2.0, Web accessibility, Web-based instruction, et cetera. Dr. Yuen is the recipient of USM Excellence in Teaching Award in 1997 and 2004, Mississippi Technology Educator of the Year in 2002, and Fulbright Scholar Lecturing Award in 1992. |
| |