Engaging the Avatar
New Frontiers in Immersive Education
A volume in the series: Research in Management Education and Development. Editor(s): Charles Wankel, Ph.D., St. John's University, New York.
This volume has a bold agenda, in which academics create immersive worlds where the avatar is the center of the universe. As the virtual world grows, avatars move away from quasi-human interactions within virtual domiciles, gardens, and businesses to being blood cells in the blood stream, or to be firing neurons in the human brain, or creatures competing on the ocean floor or the surface of Mars or just about anything that can be imagined using the magic of photographic and artistic images, programming, narrative and avatars. What are the frameworks and strategies for building these environments? What are the things the avatar adapts and learns from in its environment? This book will examine such frameworks, strategies, examples and feedback systems to explore what it takes to create a global education environment for learning.
This starts with engaging your avatar and is completed in a transformation in how you interact with the internet. Whether using the visual internet to learn or to interact with a customer about a product or service, this immersive interface can be a world that knows you and forms around your unique needs and interests.
Acknowledgments. PART I: INTRODUCTION. Emerging Vistas of Immersive Education: Introduction to Engaging the Avatar, Randy Hinrichs and Charles Wankel. PART II: FRAMEWORK FOR ENGAGING THE AVATAR. A Framework for the Design of Avatar-Based Collaboration, Andreas Schmeil, Martin J. Eppler, and Sara de Freitas. Architectural Evolution of E-Learning Virtual Worlds: Proposed Design Measures to Enhance the E-Learning Experience Within 3D Learning Spaces, Noha Saleeb and Georgios Dafoulas. PART III: STRATEGIES FOR ENGAGING AVATAR. The Eye and How We See: Physical and Virtual Worlds, Joseph N. Trachtman. Strategies for Exploring Information Behavior in Second Life, John Marino, Natascha Karlova, Peyina Lin, and Mike Eisenberg. Virtual Worlds and Workforce Education: Real Strategies for Engagement and Learning, Caroline Avey and Lyn Maize. PART IV: IMMERSING THE AVATAR. Salt Marsh Dynamics ~ a Problem-Based Learning Scenario, Heidi Trotta and Marian Glenn. Stuttering Support and Nursing Education: Two Case Studies in Second Life, Grant Meredith, Charlynn Miller, and Greg Simmons. Training for Technological Democracy: A Civic Engagement Class Example, Michelle K. Gardner and Thomas A. Bryer. Genome Island: A Virtual Laboratory Environment in Second Life, Mary Anne Clark. PART V: 360 DEGREE FEEDBACK. Using Virtual Simulations in Second Life for Teaching and Learning in Nursing Education, Michelle Aebersold and Dana Tschannen. Using Second Life to Teach and Research Virtual Economy, Teemu Surakka and Sami Ahma-aho. The SimEscuela: An Innovative Virtual Environment for Teacher Training, Antonio Santos. About the Authors.
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