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

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

Giovanni Vincenti (Towson University, USA) and James Braman (Towson University, USA)
Release Date: August, 2010|Copyright: © 2011 |Pages: 588
ISBN13: 9781616928223|ISBN10: 1616928220|EISBN13: 9781616928230|DOI: 10.4018/978-1-61692-822-3


In the last few years, educators have become familiar with the concept of online education through the use of tools such as “Blackboard,” “WebCT,” and other online course delivery systems.

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.

Topics Covered

The many academic areas covered in this publication include, but are not limited to:

  • Applying Multi-User Virtual Environments to Education
  • Classroom Experiences
  • Designing Classroom Activities for MUVEs
  • Digital Intelligence
  • Education-Oriented Research Activities Conducted in MUVEs
  • ICT Applications in U.S. Higher Education
  • Second Life
  • Self-Developing a MUVE
  • Static vs. Dynamic Online Learning Environments
  • Techno-Pedagogical Context of Distance Learning

Reviews and Testimonials

Twenty-four essays from teachers, instructional designers and academics from the fields of education and computer technology provide a comprehensive overview of the state of the art of Multi-User Virtual Environments (MUVEs) in classrooms around the world. Divided into four sections covering concepts of virtual environments, educational goals for MUVEs, language learning in MUVEs and specific techniques, applications and lesson design for virtual environments, individual chapters discuss such topics as overcoming objections to MUVEs in traditional education environments, teaching in Second Life, design for language learning in an embodied environment and healthcare education through 3D MUVE-based simulations. ...

– Sci Tech Book News, BookNews.com

Table of Contents and List of Contributors

Search this Book:
Editorial Advisory Board
Table of Contents
Yuanqiong Wang
Giovanni Vincenti, James Braman
Giovanni Vincenti, James Braman
Chapter 1
Daniel Laughlin
This chapter addresses some of the objections to the use of multi user virtual environments (MUVEs) in education that proponents of that medium are... Sample PDF
Overcoming Objections to MUVEs in Education
Chapter 2
Nan B. Adams, Thomas A. DeVaney
The concept of leveraging strategic control of the knowledge from teachers to students in virtual learning environments serves as the basis for... Sample PDF
The Recursive Knowledge Development Model for Virtual Environments
Chapter 3
Timothy F. Duruz
The incredible array of collaborative communication tools that have been incorporated into modern day education rely primarily on the internet as a... Sample PDF
The Techno-Pedagogical Context of Distance Learning: Conceptual Roots
Chapter 4
Michelle O. Crosby-Nagy, John M. Carfora
This chapter examines applications of information and communications technologies (ICTs) for education, including multi-user virtual environments... Sample PDF
ICT Applications in U.S. Higher Education
Chapter 5
Nan B. Adams
The multiple intelligences theoretical framework developed by Gardner (1983) is employed to argue for the recognition of the emergence of a new... Sample PDF
Digital Intelligence: A New Way of Knowing
Chapter 6
Olga M. Alegre, Luis M. Villar
The model Faculty Electronic Professional Learning and Portfolio (FEPLP) is viewed as cyclic with six basic entry points: quality management of... Sample PDF
Faculty Professional Learning: An Examination of Online Development and Assessment Environments
Chapter 7
Craig A. Cunningham, Kimball Harrison
In this chapter, the authors discuss some of the possibilities of Second Life for education from both theoretical and practical standpoints. First... Sample PDF
The Affordances of Second Life for Education
Chapter 8
Antonio Santos
Due to the availability of platforms like Second Life, the use of Multi-User Virtual Environments (MUVEs) for learning purposes is gaining in its... Sample PDF
Learning in Virtual Worlds: A Situated Perspective
Chapter 9
Thrasyvoulos Tsiatsos, Andreas Konstantinidis, Theodouli Terzidou, Lazaros Ioannidis, Chrysanthi Tseloudi
This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting... Sample PDF
CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life
Chapter 10
Kosmas Dimitropoulos, Athanasios Manitsaris
This chapter aims to study the benefits that arise from the use of virtual reality technology and World Wide Web in the field of distance education... Sample PDF
Designing Web-Based Educational Virtual Reality Environments
Chapter 11
Stephen A. Schrum
Theatre as a discipline has long been thought of as traditional, organic, and non-technological. In performance, at least one actor performs in a... Sample PDF
Teaching in the Virtual Theatre Classroom
Chapter 12
Fabian Di Fiore, Peter Quax, Wim Lamotte, Frank Van Reeth
In the ASCIT project, several elements of Multi-user Virtual Environments were integrated into a demonstrator enabling long term sick children to... Sample PDF
Case Study of ASCIT: Fostering Communication through Interactive Technologies for Long Term Sick Children
Chapter 13
Russell Fewster, Denise Wood, Joff Chafer
Over a four-week period students enrolled in a second-year visual theatre course at the University of South Australia attempted to stage the online... Sample PDF
Staging Second Life in Real and Virtual Spaces
Chapter 14
Denise Wood
This chapter describes the benefits as well as the unanticipated challenges in engaging undergraduates in immersive experiences within the 3D... Sample PDF
The Benefits and Unanticipated Challenges in the Use of 3D Virtual Learning Environments in the Undergraduate Media Arts Curriculum
Chapter 15
Paul Sweeney, Cristina Palomeque, Dafne González, Chris Speck, Douglas W. Canfield, Suzanne Guerrero, Pete MacKichan
3D voice-enabled MUVEs are increasingly being used in education and in the area of language learning, and teaching is no exception. In this chapter... Sample PDF
Task Design for Language Learning in an Embodied Environment
Chapter 16
Julie M. Sykes
Various features of multiuser virtual environments (MUVEs) make them promising and, potentially transformational, contexts for the development of... Sample PDF
Multi-User Virtual Environments: User-Driven Design and Implementation for Language Learning
Chapter 17
Regina Kaplan-Rakowski
The chapter conveys the experiences of using the virtual world Second Life (SL) to supplement classroom-based instruction of an introductory foreign... Sample PDF
Foreign Language Instruction in a Virtual Environment: An examination of potential activities
Chapter 18
Jiuguang Feng, Liyan Song
Second Life (SL) is a multiuser virtual environment (MUVE) that can be used to enhance students’ learning. It is a virtual environment constructed... Sample PDF
Education-Oriented Research Activities Conducted in Second Life
Chapter 19
Charlynn Miller, Mark J. W. Lee, Luke Rogers, Grant Meredith, Blake Peck
This chapter focuses specifically on the use of three-dimensional multi-user virtual environments (3D MUVEs) for simulation-based teaching and... Sample PDF
Enhancing tertiary healthcare education through 3D MUVE-based simulations
Chapter 20
Manuela Núñez Redó, Arturo Quintana Torres, Ricardo Quirós, Inma Núñez Redó, Juan B. Carda Castelló, Emilio Camahort
In this Chapter, the authors will present an Augmented Reality (AR) system for teaching Inorganic Chemistry to university-level students. Augmented... Sample PDF
New Augmented Reality Applications: Inorganic Chemistry Education
Chapter 21
Alcínia Zita Sampaio, Pedro Gameiro Henriques, Carlos Oliveira Cruz, Octávio Peres Martins
Concerning the educational task, a school of engineering can be reasonably expected to constantly update computational resources which are in... Sample PDF
Interactive Models Based on Virtual Reality Technology Used in Civil Engineering Education
Chapter 22
Michael N. DeMers
Worldwide, educators are experimenting with the myriad possibilities that Second Life and other multi-user virtual environments (MUVEs) provide for... Sample PDF
Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life
Chapter 23
David R. Dannenberg
While the educational use of Second Life by the academic community is well established, the number of corporate training and development programs... Sample PDF
New Life for Corporate Training
Chapter 24
Nick V. Flor
Multi-user virtual environment (MUVE) researchers need to create their own virtual worlds and to stop waiting for industry to create innovations.... Sample PDF
Self-Developing a MUVE for Research and Educational Innovations
Chapter 25
Ugo Barchetti, Alberto Bucciero, Luca Mainetti
This chapter describes the technological platform of the authors’ learning experiences and its evolution through the years, providing insights into... Sample PDF
Collaborative Learning through Flexible Web CVE: The Experience of WebTalk
About the Contributors

Author(s)/Editor(s) Biography

Giovanni Vincenti received his Doctorate of Science in Applied Information Technology from Towson University in 2007 after an academic career that focused on Bioinformatics through a B.A. in Biology and an M.S. in Computer Science. He is in charge of Research and Development at Gruppo Vincenti, a small but dynamic company with interests across several fields. His main areas of research include Fuzzy Mediation, Technology-Based Education and Emotionally-Aware Agency. He is also a Lecturer with the Department of Computer and Information Sciences at Towson University. He published his findings at several regional, national and international conferences. His interest in education and technology-based instruction comes from years of direct interaction with students in the classroom and empirical experiences that formed him as a teacher.
James Braman is a Lecturer in the Department of Computer and Information Sciences at Towson University. He holds a Master’s Degree in Computer Science and is currently pursuing a Doctoral Degree in Information Technology. James also serves as a joint editor-in-chief of the (ICST) Transactions on E-Education and E-Learning. He is also part of the Towson University Second Life Initiative, the Towson Innovation Lab, promoting virtual environments for higher education learning. In collaboration with Giovanni Vincenti, has co-authored several publications, recently including the Handbook of Research on Computational Arts and Creative Informatics. His current research focus includes art and technology, intelligent agents, affective computing and education in virtual and immersive environments.