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What is Metaverses

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments
Three-dimensional virtual worlds in which people interact through avatars in an authentic context with real-world metaphors and that allow learning to take place without the restrictions of the physical locations.
Published in Chapter:
The Pedagogical Considerations in the Design of Virtual Worlds for Organization Learning
C. C. Chou (University of St. Thomas, USA) and Rama Kaye Hart (University of St. Thomas, USA)
DOI: 10.4018/978-1-60960-762-3.ch030
Abstract
An increasing number of organizations have established presences in Second Life or virtual worlds for organizational learning. The types of activities range from staff training, annual meetings, to leadership development and commercial transactions. This chapter reviews relevant literature on how virtual worlds, especially Second Life, are utilized for organizational learning. The discussions include leveraging the affordances of virtual worlds for learning, integrating design principles of 3D immersive learning, and examining examples of actual workplace learning in virtual worlds. Specific emphasis will be placed on the translation of applicable learning theories into the pedagogical design of virtual worlds. Furthermore, the chapter examines student perspectives of an actual course on immersive learning that took place in Second Life. Student perspectives are summarized in six strands: challenging and informative learning, engagement, activity structures, transformation, collaborative and democratic participation, and new opportunities. The six themes are important factors for designers of 3D learning environments to ensure quality immersive learning experiences.
Full Text Chapter Download: US $37.50 Add to Cart
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E-Learning 2.0: Web 2.0, the Semantic Web and the Power of Collective Intelligence
These are VWs (such as SL) that are essentially socially inclined as opposed to being game oriented.
Full Text Chapter Download: US $37.50 Add to Cart
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