@inbook{29d0b606c7e7458eb97f4b6c7ac4bbec,
title = "Conclusion",
abstract = "Although virtual worlds, and 3D virtual environments more broadly, have been used in educational contexts for more than 20 years, there remains a great deal that we still do not know about how best to design and use them to maximize learning effectiveness and outcomes. The contributors to this volume have explored a range of research topics related to the use of virtual worlds in education. Topics spanned human-computer interaction issues related to navigation, communication, identity formation, and authentic learning; leading-edge technologies that have the potential to take learning in virtual worlds forward in new directions, with a specific focus on conversational agents and computer-controlled avatars; and considerations and frameworks for designing and implementing learning in virtual worlds. The contributions made by these chapters within the broad areas of human-computer interaction, advanced technologies, and learning design and implementation are discussed in turn in the following parts before concluding with a summary of the main contributions of the book as a whole and the opportunities that exist for future research.",
keywords = "Higher Education, Science, Technology and Engineering Curriculum and Pedagogy, Educational Technology and Computing",
author = "Barney Dalgarno and Lee, \{Mark J W\} and Sue Gregory and Belinda Tynan",
year = "2016",
language = "English",
isbn = "9781771991339",
series = "Issues in Distance Education",
publisher = "Athabasca University Press",
pages = "295--306",
editor = "Sue Gregory and \{J W Lee\}, Mark and Barney Dalgarno and Belinda Tynan",
booktitle = "Learning in Virtual Worlds: Research and Applications",
edition = "1",
}