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Autor/inn/enAnnetta, Len; Klesath, Marta; Holmes, Shawn
TitelV-Learning: How Gaming and Avatars Are Engaging Online Students
QuelleIn: Innovate: Journal of Online Education, 4 (2008) 3, (5 Seiten)
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1552-3233
SchlagwörterLearning Experience; Computer Simulation; Virtual Classrooms; Classroom Environment; Games; Learner Engagement; Personality Traits; Correlation; Educational Technology; Internet; Computer Uses in Education; Computer Mediated Communication; Computer Software; Web Sites; College Students; Distance Education; North Carolina
AbstractLen Annetta, Marta Klesath, and Shawn Holmes describe how avatars in virtual learning environments (VLEs) can contribute to the learning experience by giving students a sense of social presence and investment in the learning community that may otherwise be difficult to access. VLEs have the potential to become the next generation of instructional tools for online learning. By allowing students to simulate the campus experience online, VLEs offer rich, flexible class environments without compromising their reach to diverse students desiring online courses. Describing studies carried out in the "WolfDen" VLE, Annetta, Klesath, and Holmes examine how gaming and avatars are engaging online students and the role personality may play in a student's selection of an avatars. (Contains 3 exhibits and 1 table.) (As Provided).
AnmerkungenFischler School of Education and Human Services. Nova Southeastern University, 1750 NE 167th Street, North Miami Beach, FL 33162. Tel: 800-986-3223; e-mail: innovate@nova.edu; Web site: http://innovateonline.info
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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