Teaching Literature In Virtual Worlds

Author : Allen Webb
ISBN : 9781136863738
Genre : Education
File Size : 49.2 MB
Format : PDF, ePub
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What are the realities and possibilities of utilizing on-line virtual worlds as teaching tools for specific literary works? Through engaging and surprising stories from classrooms where virtual worlds are in use, this book invites readers to understand and participate in this emerging and valuable pedagogy. It examines the experience of high school and college literature teachers involved in a pioneering project to develop virtual worlds for literary study, detailing how they created, utilized, and researched different immersive and interactive virtual reality environments to support the teaching of a wide range of literary works. Readers see how students role-play as literary characters, extending and altering character conduct in purposeful ways ,and how they explore on-line, interactive literature maps, museums, archives, and game worlds to analyze the impact of historical and cultural setting, language, and dialogue on literary characters and events. This book breaks exciting ground, offering insights, pedagogical suggestions, and ways for readers to consider the future of this innovative approach to teaching literary texts.
Category: Education

Higher Education In Virtual Worlds

Author : Charles Wankel
ISBN : 9781849506090
Genre : Education
File Size : 23.52 MB
Format : PDF, Docs
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Higher Education in Virtual Worlds: Teaching and Learning in Second Life provides a forum for discussing these and other issues, focusing on the use of Second Life. For those who have already experimented with virtual worlds, there are case studies and ideas for implementing effective learning experiences. For readers who have not yet entered virtual reality, there are suggestions for overcoming the potential barriers. This book will be of value to educators from a wide range of disciplines, including the academic community, training and development managers, and companies with corporate universities looking to reduce their costs through the use of technology and distance learning.
Category: Education

Teaching Literature At A Distance

Author : Takis Kayalis
ISBN : 9781441148032
Genre : Education
File Size : 77.96 MB
Format : PDF, ePub, Docs
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Featuring essays by an international array of literature scholars, this volume examines the challenges and opportunities of teaching literature at Open and Virtual Universities in a wide range of national, cultural and linguistic contexts. It presents cutting-edge explorations of seminal issues, including: literature pedagogy and curriculum building; canon and theory debates; the uses of hypertext and other digital tools for literary instruction; the writing and evaluation of educational material; and the teaching of digital literature. These issues are addressed from various critical and theoretical viewpoints, which reflect the contributors' long educational and administrative involvement with open and distance learning (ODL) in a rich diversity of cultural and academic frameworks. As the first scholarly attempt to bring together questions of literature pedagogy and issues in open and distance, online and blended learning, this book is an essential resource for literature instructors and administrators in ODL, e-learning and b-learning programs. It offers techniques enabling scholars in more traditional academic settings to make literature courses more effective and stimulating by using tools developed for distance learning.
Category: Education

Children S Literature And Computer Based Teaching

Author : Unsworth, Len
ISBN : 9780335228157
Genre : Foreign Language Study
File Size : 75.37 MB
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"This stellar book extends teachers' thinking well beyond 'book spaces' and into 'digital spaces' by offering theorized approaches to analyzing children's literature across media, and careful descriptions of effective learning activities that are rich in detail and practical advice. This book (and its digital spaces) is an indispensable guide to engaging with children's literature and new digital media." Michele Knobel, Montclair State University, USA. "The book overall is exciting, informative and practical, outlining important theoretical perspectives and ideas while also providing much wisdom and advice to teachers about how to transform their literary programs." Frances Christie, Emeritus Professor of Language andLiteracy Education, University of Melbourne and HonoraryProfessor of Education, University of Sydney, Australia. This book connects classroom teaching of children's literature with the digital age. It celebrates the charm of children's literature and its role in literacy development, as well as the appeal of information and communications technology (ICT) to students and its capacity to enrich students' learning and enjoyment of literary texts. The authors outline the ways in which children's literature is developing new dimensions, for example: The re-publication of children's books on CD ROM and the world wide web Web resources for working with literary texts, including e-mail discussion groups Children's participation in the collaborative construction of online narratives The book provides practical guidance for teachers who areinexperienced with ICT. It describes and discussesimplementation of activities that extend traditional approaches toliterary texts and take advantage of available technology.
Category: Foreign Language Study

Cases On The Assessment Of Scenario And Game Based Virtual Worlds In Higher Education

Author : Kennedy-Clark, Shannon
ISBN : 9781466644717
Genre : Education
File Size : 44.86 MB
Format : PDF
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The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.
Category: Education

Game Based Teaching And Simulation In Nursing And Health Care

Author : Eric B. Bauman, PhD, RN
ISBN : 9780826109705
Genre : Medical
File Size : 22.41 MB
Format : PDF, ePub, Docs
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"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
Category: Medical

Increasing Student Engagement And Retention Using Immersive Interfaces

Author : Charles Wankel
ISBN : 9781781902417
Genre : Education
File Size : 63.72 MB
Format : PDF, Kindle
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Uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, and create engaging communities of practice. This volume discusses a framework for deploying and assessing these technologies.
Category: Education

Teaching Entrepreneurship

Author : Peter van der Sijde
ISBN : 9783790820386
Genre : Business & Economics
File Size : 39.81 MB
Format : PDF, ePub
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“Entrepreneurship that is something you learn in practice”. “Entreprene- ship is learning by doing”. This is often heard when you tell others that you teach entrepreneurship, but maybe entrepreneurship is more “doing by learning”. Nevertheless, in entrepreneurship practice and theory are int- woven. For this reason the Learning Cycle introduced by Kolb (1984) is an often used teaching approach. According to this Learning Cycle there are four phases (“cycle”) that are connected: 1. Concrete experience (“doing”, “experiencing”) 2. Reflection (“reflecting on the experience”) 3. Conceptualization (“learning from the experience”) 4. Experimentation (“bring what you learned into practice”) In teaching you can enter this cycle at any stage, depending on the students. And that brings us to the different types of students. Based on Hills et al. (1998) a plethora of student groups can be distinguished (of course this list is not exhaustive), e.g: Ph.D. students, who do a doctoral programme in Entrepreneurship; the emphasis is on theory/science. DBA students, who do a doctoral programme that is, in comparison to the Ph.D. more practice oriented. MBA students, who take entrepreneurship as one of the courses in their programme. Most of the time MBA students are mature students, who after some work experience return to the university; the programme is practice oriented.
Category: Business & Economics

Reinventing Ourselves Contemporary Concepts Of Identity In Virtual Worlds

Author : Anna Peachey
ISBN : 0857293613
Genre : Computers
File Size : 58.44 MB
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The proposed book explores the theme of identity, specifically as applied to its role and development in virtual worlds. Following the introduction, it is divided into four sections: identities, avatars and the relationship between them; factors that support the development of identity in virtual worlds; managing multiple identities across different environments and creating an online identity for a physical world purpose.
Category: Computers

Learning And Research In Virtual Worlds

Author : Jeremy Hunsinger
ISBN : 9781135753047
Genre : Education
File Size : 21.40 MB
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Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.
Category: Education