Empirical Evidence and Practical Cases for Using Virtual Worlds in Educational ContextsHyung Sung Park (Korea National University of Education, South Korea) and Young Kyun Baek (Korea National University of Education, South Korea)
Copyright © 2010. 20 pages.
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DOI: 10.4018/978-1-60566-729-4.ch013 Sample PDFCite
MLA
Park, Hyung Sung and Young Kyun Baek. "Empirical Evidence and Practical Cases for Using Virtual Worlds in Educational Contexts." Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking. IGI Global, 2010. 228-247. Web. 21 May. 2013. doi:10.4018/978-1-60566-729-4.ch013
APA
Park, H. S., & Baek, Y. K. (2010). Empirical Evidence and Practical Cases for Using Virtual Worlds in Educational Contexts. In H. Yang, & S. Yuen (Eds.), Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking (pp. 228-247). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60566-729-4.ch013
Chicago
Park, Hyung Sung and Young Kyun Baek. "Empirical Evidence and Practical Cases for Using Virtual Worlds in Educational Contexts." In Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking, ed. Harrison Hao Yang and Steve Chi-Yin Yuen, 228-247 (2010), accessed May 21, 2013. doi:10.4018/978-1-60566-729-4.ch013
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 Favorite  | | TopAbstractThe purpose of this chapter is to offer practical ideas and cases for educational use of the Second Life® virtual world with Web 2.0 based technology. Virtual worlds with Web 2.0 technologies have many methods for testing users’ experiences about and mutual understanding of other people, extending limited human capacities, and improving valuable skills in educational contexts. Through these activities, learners may receive positive feedback and beneficial learning experiences. In this chapter, the authors introduce three cases and provide empirical evidence for effective usage within three educational contexts: 1, offering a field trip in virtual space, 2 switching gender roles in the Second Life® virtual world to understand opposite genders, and 3. Object-making and manipulation activities to improve spatial reasoning. TopComplete Chapter List
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Hyung Sung Park (Korea National University of Education, South Korea), Young Kyun Baek (Korea National University of Education, South Korea)
The purpose of this chapter is to offer practical ideas and cases for educational use of the Second Life® virtual world with Web 2.0 based technology. Virtual worlds...
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