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 a Technology.2008), an online social space in which users can explore, meet others, socialise and participate in individual and group activities for educational or business purposes. ... For example, Toyota set up the product launch of the Scion xB in Second life which is aimed at the younger market ... and product), learning how to work as a team, learning how to make decisions and learning how to solve problems.
|Title||:||Learning and Research in Virtual Worlds|
|Author||:||Jeremy Hunsinger, Aleks Krotoski|
|Publisher||:||Routledge - 2013-09-13|