@inbook{1b83e6bb2cff4ac59fe58609191df044,
title = "Introduction",
abstract = "Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences; as a result, they have enjoyed considerable interest and uptake in education over the past several years. Educators and institutions worldwide have invested heavily in virtual worlds, with some making use of commercially hosted platforms like Second Life and ActiveWorlds, and others extending and adapting open-source products such as OpenSimulator (OpenSim), Open Wonderland, and Open Cobalt to create worlds hosted on internal servers and networks. Still others have built their own bespoke platforms and systems using a variety of programming languages and game engines to accommodate specific needs and goals.",
keywords = "Higher Education, Science, Technology and Engineering Curriculum and Pedagogy, Educational Technology and Computing",
author = "Lee, \{Mark J W\} and Barney Dalgarno and Sue Gregory and Belinda Tynan",
year = "2016",
language = "English",
isbn = "9781771991339",
series = "Issues in Distance Education",
publisher = "Athabasca University Press",
pages = "xix--xxvii",
editor = "Sue Gregory and \{J W Lee\}, Mark and Barney Dalgarno and Belinda Tynan",
booktitle = "Learning in Virtual Worlds: Research and Applications",
edition = "1",
}