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Exploiting Virtual Environments and Web 2.0 Immersive Worlds to Support Collaborative e-Learning Communities

Exploiting Virtual Environments and Web 2.0 Immersive Worlds to Support Collaborative e-Learning Communities

Christos Bouras, Eri Giannaka, Thrasyvoulos Tsiatsos
ISBN13: 9781605669380|ISBN10: 1605669385|ISBN13 Softcover: 9781616922276|EISBN13: 9781605669397
DOI: 10.4018/978-1-60566-938-0.ch002
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MLA

Bouras, Christos, et al. "Exploiting Virtual Environments and Web 2.0 Immersive Worlds to Support Collaborative e-Learning Communities." Novel Developments in Web-Based Learning Technologies: Tools for Modern Teaching, edited by Nikos Karacapilidis, IGI Global, 2010, pp. 20-45. https://doi.org/10.4018/978-1-60566-938-0.ch002

APA

Bouras, C., Giannaka, E., & Tsiatsos, T. (2010). Exploiting Virtual Environments and Web 2.0 Immersive Worlds to Support Collaborative e-Learning Communities. In N. Karacapilidis (Ed.), Novel Developments in Web-Based Learning Technologies: Tools for Modern Teaching (pp. 20-45). IGI Global. https://doi.org/10.4018/978-1-60566-938-0.ch002

Chicago

Bouras, Christos, Eri Giannaka, and Thrasyvoulos Tsiatsos. "Exploiting Virtual Environments and Web 2.0 Immersive Worlds to Support Collaborative e-Learning Communities." In Novel Developments in Web-Based Learning Technologies: Tools for Modern Teaching, edited by Nikos Karacapilidis, 20-45. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-60566-938-0.ch002

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Abstract

The main goal of this chapter is to facilitate educational designers and developers by providing a point of reference for making decisions on how to incorporate 3D environments into the applications they develop as well as for extending their capabilities by integrating more functionality. Therefore, this chapter presents the design principles for virtual spaces, which aim at supporting multi-user communication in web-based learning communities. In addition the implementation of these principles is presented using as point of reference EVE Training Area. This environment constitutes a three-dimensional space where participants, represented by 3D humanoid avatars, have the ability to use a variety of 3D e-collaboration tools for learning together. Furthermore, this chapter presents how these principles could be used as criteria for validating and extending ready Web2.0 Immersive worlds for supporting collaborative e-learning. Finally, collaborative e-learning usage scenarios that could be realized by exploiting collaborative virtual environments are described.

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