Browsing by Subject "Second Life (Computer game)"
Now showing items 1-4 of 4
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Data in Depth: Web 3-D Technologies Provide New Approaches to the Presentation of Course Content
(Louisville, KY, 2010-06)For nearly two decades, the Web has provided the classroom with vast, ever-expanding volumes of browser-accessible information. As the web has evolved so too has our desire to become more involved with the process of ... -
Enhancing the Distance Learning Experience: Designing Virtual Classroom and Laboratory Environments
(2009-04)New virtual environments are evolving to a point where academics can visualize the benefits of these more socially interactive distance media. A first step in evaluating these virtual environments is to build virtual ... -
USING A GROUP CONTINGENCY TO INCREASE STUDENT PARTICIPATION IN THE SECOND LIFE CLASSROOM
(East Carolina University, 2014)Given the expanding definition of classrooms, it is important to investigate evidence-based interventions to address student behavior in various academic formats. Universities have been using Second Life (SL) learning ... -
Virtual world technologies provide platform for interaction between on-campus and online students: A case study
(Vancouver, BC., 2011)There has been a great deal of attention paid to efforts by educators to integrate teaching methodologies and strategies between face to face and online classrooms in an effort to maximize learning by combining delivery ...