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What is Active Worlds

Handbook of Research on Effective Electronic Gaming in Education
A 3-D, online virtual reality platform designed within a functioning Web browser that allows users to explore other user created content such as objects, buildings, and scripts that govern physical behavior in the form of instantly teleporting players to new spaces or worlds and “bumping” them to new location.
Published in Chapter:
Designing Games for Learning
Scott J. Warren (University of North Texas, USA) and Mary Jo Dondlinger (University of North Texas, USA)
Copyright: © 2009 |Pages: 21
DOI: 10.4018/978-1-59904-808-6.ch068
Abstract
This chapter discusses two games that were designed to target learning as well as implications for the design of future games intended for this purpose. It illustrates how the ADDIE model of instructional design can be leveraged to produce digital game spaces as well as the limitations that designers face based on the goals of the project, the chosen technology, and the audience chosen for the digital intervention. The goal of this chapter is to use real-world examples of learning game design processes in order to prepare instructional designers for the complexity of using game and instructional design principles as a means of improving student motivation, learning, and other psychological factors that prepare them for engaging meaningfully in the educational experience.
Full Text Chapter Download: US $37.50 Add to Cart
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Facilitation Strategies to Moderate Synchronous Virtual Discussion Groups in Teacher Training
An online virtual world that allows synchronous communication via text chat and voice, manipulation of three-dimensional objects, and real-time navigation. Users are visually represented by avatars.
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Engaging Students in a Computer Diversity Course Through Virtual Worlds
Is an online 3D world and social space initially released in 1995. Similar to other online worlds, user can create and view 3D content, chat and explore. The main website is https://www.activeworlds.com/ .
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