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What is Multi-User Virtual Environment (MUVE)

Handbook of Research on Effective Electronic Gaming in Education
Designed for the learning complex phenomena and can incorporate game-based learning scenarios.
Published in Chapter:
A Window on Digital Games Interactions in Home Settings
Elhanan Gazit (H.I.T.-Holon Institute of Technology, Israel)
Copyright: © 2009 |Pages: 19
DOI: 10.4018/978-1-59904-808-6.ch008
Abstract
This chapter presents an analysis of the dynamics of children’s digital games interactions, which take place in their home surroundings, based on empirical case study. Since digital games have become one of the main building blocks in children’s world, there is a need to examine the impact of the widespread use of digital games in children’s everyday life. The study’s framework served as a window for close observation of the ways young children spontaneously play digital games and interact with each other. Theoretical implications for digital games research and the pedagogical implications regarding the design and implementation of interactive learning environments are discussed. In addition, there are methodological challenges of finding new pathways for studying the complex relationships between digital games and real-world learning interactions. The study’s findings and their implications could serve as a small step in perusing these challenges.
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More Results
Interoperability, Learning Designs and Virtual Worlds: Issues and Strategies
A Multi-User Virtual Environment (MUVE) is a computer, server- or internet-based virtual environment that can be accessed by multiple users simultaneously. The virtual environment persists after individual users have logged off.
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Using Social Image Sets to Explore Virtual Embodiment in Second Life® as Indicators of Formal, Nonformal, and Informal Learning
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The Hybrid Course: Facilitating Learning through Social Interaction Technologies
A virtual environment that enables simultaneous participants to represent themselves with avatars, interact with other participants and digital artifacts, and practice building skills or solving problems that have applications in real world contexts.
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The Pedagogical Considerations in the Design of Virtual Worlds for Organization Learning
Learning environments that allow multiple learners from different geographical locations to gather in a virtual space for a common set of goals.
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