V-Learning

Distance Education in the 21st Century Through 3D Virtual Learning Environments

  • Leonard A. Annetta
  • Elizabeth Folta
  • Marta Klesath

Table of contents

  1. Front Matter
    Pages i-xv
  2. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 1-15
  3. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 17-23
  4. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 35-56
  5. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 57-69
  6. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 71-82
  7. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 83-96
  8. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 97-108
  9. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 109-123
  10. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 125-151
  11. Leonard A. Annetta, Elizabeth Folta, Marta Klesath
    Pages 153-171
  12. Back Matter
    Pages 173-182

About this book

Introduction

Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education. Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how powerful these environments can be in the arena of education, and concludes that data-driven practice will ensure almost universal take-up, even among those currently unwilling to use V-learning. The authors provide numerous practical examples of distance learning in its current state of development, as well as making informed predictions about how future environments might evolve. This much-needed book is right at the cutting edge of its subject, and comes at a time when research in both educational gaming and distance learning are converging.

Keywords

Distance Education Distance Learning Game Theory Internet Second Life Serious Games Simulation Synchronous Interaction Virtual Environments Virtual Learning e-learning istance education learning

Authors and affiliations

  • Leonard A. Annetta
    • 1
  • Elizabeth Folta
    • 2
  • Marta Klesath
    • 3
  1. 1.North Carolina State UniversityRaleighUSA
  2. 2.North Carolina State UniversityRaleighUSA
  3. 3.North Carolina State UniversityRaleighUSA

Bibliographic information

  • DOI https://doi.org/10.1007/978-90-481-3627-8
  • Copyright Information Springer Science+Business Media B.V. 2010
  • Publisher Name Springer, Dordrecht
  • eBook Packages Humanities, Social Sciences and Law
  • Print ISBN 978-90-481-3620-9
  • Online ISBN 978-90-481-3627-8
  • About this book
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