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of librarianship as it relates to virtual gaming worlds. It is encompassed by a set of best practice methods that libraries can effectively execute;
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; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with;
Vergelijkbare producten zoals Using Virtual Worlds in Educational Settings: Making Learning Real
; virtual worlds bridge the gap between 2D web spaces online and 3D physical spaces of the classroom, providing teachers and students alike with;
Vergelijkbare producten zoals Using Virtual Worlds in Educational Settings: Making Learning Real
of ages, ethnicities and purchasing power. Virtual world "residents" use and spend real money within the fictional-turned-real-life economies;
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. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this;
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, creating art, and making real money. Business is booming on the virtual frontier, as billions of dollars are paid in exchange for pixels on screens;
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commerce, education, medicine, law enforcement, and military training. Inevitably, real-world law will regulate them. But should virtual worlds be;
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This book explores the rich and fascinating topic of virtual worlds by bringing together research findings and discussion pieces from an;
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William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or;
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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes;
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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes;
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book argues that setting up learning in 3D virtual worlds requires a transformative approach. The advice given in this book comes from real;
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of 3D content in virtual worlds will make its real-time streaming (or 3D streaming) increasingly attractive for developers. To meet the demands;
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The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from;
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Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds;
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Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range;
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Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize;
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Virtual worlds are most often three dimensional locales, where people create virtual personae (called avatars) who come to play, socialize;
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This book provides a foundational look at social virtual worlds from the geographer's perspective. How can the geographer's craft be;
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Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated;
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Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated;
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Virtual environments simulate a physical presence in places in the real world, as well as in imaginary worlds. Most current virtual reality;
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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;
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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;
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, the author illustrates how virtual worlds have created a second virtual economy which transgresses into the real, creating economic, political;
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