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Introduction

Mark J W Lee, Barney Dalgarno, Sue Gregory, Belinda Tynan

Research output: Chapter in Book/Report/Conference proceedingChapterOther

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.
Original languageEnglish
Title of host publicationLearning in Virtual Worlds: Research and Applications
EditorsSue Gregory, Mark J W Lee, Barney Dalgarno, Belinda Tynan
Place of PublicationEdmonton, Canada
PublisherAthabasca University Press
Pagesxix-xxvii
Edition1
ISBN (Print)9781771991339, 9781771991353, 9781771991346
Publication statusPublished - 2016

Publication series

NameIssues in Distance Education
ISSN (Print)1919-4382
ISSN (Electronic)1919-4390

Keywords

  • Higher Education
  • Science, Technology and Engineering Curriculum and Pedagogy
  • Educational Technology and Computing

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