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In a classroom setting interaction among students is the norm. How do you replicate that informality, spontaneity, and focus online? This book provides you with a framework to think about the different kinds of engagement you want to foster -- whether participation, collaboration, or quick feedback -- and then introduces you to available online tools, some of which may be in your LMS, offers practical tips, and guides you to how make the most of commonly available technologies to achieve your goals.Within the context and progression of a course -- from developing a welcome page, presenting yourself and the purpose of your course, to icebreakers, assignments, and alternative forms of assessment -- the authors introduce you to a range of easy-to-use online tools that they have introduced to the faculty and teachers in their classes, and that foster active learning and student engagement. In doing so they provide a checklist that you can also access and print from the Web, to help you review additional tools from the wide and ever-growing range of tools that are available online and determine whether they are appropriate for what you want to accomplish.This book will help you connect with students, whether you’re teaching synchronously or asynchronously, regardless of the devices students may be using; develop community; and introduce you to gamification to add enjoyment and variety to your students’ experience of your class.Recognizing that using new tools with confidence requires practice, the authors offer ideas for implementing them in private online spaces. Each chapter concludes with reflection questions that can be addressed individually by the reader or within a learning community to encourage faculty to work together and support each other in virtual teaching and learning. This book addresses the challenge of embracing new models of course offerings to students in the evolving landscape of virtual learning.
Build a cohesive and high-performing virtual team with this fantastic resource full of actionable advice and practical tips Engaging Virtual Meetings: Openers, Games, and Activities for Communication, Morale, and Trust offers concrete strategies and practical tips for bringing teams together across the digital divide. While many struggle to build teams in a virtual environment, accomplished author John Chen has found ways to create team cohesion, promote engagement, and increase virtual participation. In Engaging Virtual Meetings, he shares these methods with you, and also: Describes virtual tools for promoting effective teamwork, like the Participant Map Teaches you to optimize your teleconference setup for ideal audio and video Illustrates ways to apply these methods in any virtual environment, including Zoom, Microsoft Teams, and more Explores how to debrief your participants to improve your methods over time Perfect for anyone working in or with the increasingly prevalent virtual environment, Engaging Virtual Meetings is a great addition to the bookshelves of anyone interested in how to create and build engagement in team settings of all kinds.
"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--
For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the integration of virtual reality in education programs and establishes foundations for course design, program development, and institutional strategic planning. The book covers an overall understanding and approach to virtual reality in education, specific applications of using virtual reality in higher education, and prospects and issues of virtual reality in the future. Highlighting a wide range of topics such as gamification, teacher training, and virtual reality, this book is ideal for teachers, instructional designers, curriculum developers, academicians, program developers, administrators, educational software developers, policymakers, researchers, education professionals, and students.
"This book is a must-read for all educators and practitioners, of any subject and at any level, who wish to incorporate a dynamic online element to their classroom"--Provided by publisher.
The increasingly pervasive use of digital technology has catapulted society into an interconnected world where the natural boundaries between humankind and machine, virtual and real, individual and community have become less perceptible. As individuals interact with different digital technologies, they must build a digital intelligence, which must be further cultivated as it is a key competency for the future of school and work. Digital intelligence includes understanding the mutual strengths between people and technology, as well as developing an awareness in the use of digital tools in order to avoid common threats such as cyberbullying, addiction to video games, techno-stress, and more. As adolescents continue to engage with virtual reality and 3D virtual worlds where the online and offline overlap and coincide, it is important to build this intelligence as well as utilize these technologies to promote successful learning. The Handbook of Research on Teaching With Virtual Environments and AI explores the new personalized educational opportunities that are available with digital technology and virtual environments that can be used within education. This book focuses on the use of these tools and how to navigate the use of new technologies such as AI and virtual environments for educational practices. While highlighting topics such as virtual worlds, game-based learning, intelligent tutoring, augmented reality, and more, this book is ideal for teachers, administrators, technologists, educational software developers, IT specialists, practitioners, researchers, academicians, and students interested in how virtual environments and AI are being implemented in teaching practices.
The COVID-19 pandemic drastically transformed the classroom by keeping students and teachers apart for the sake of safety. As schools emptied, remote learning rapidly expanded through online services and video chatrooms. Unfortunately, this disrupted many students and teachers who were not accustomed to remote classrooms. This challenge has forced K-12 teachers to think differently about teaching. Unexpectedly and with little time to prepare, they have been confronted with redesigning their curriculum and instruction from face-to-face to online virtual classrooms to protect students from the COVID-19 virus while ensuring that these new online initiatives remain sustainable and useful in the post-pandemic world. As teachers learn to take advantage of the affordances and strengths of the multiple technologies available for virtual classroom instruction, their instruction both in online and face-to-face will impact what and how students learn in the 21st century. The Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning examines the best practices and pedagogical reasoning for designing online strategies that work for K-12 virtual learning. The initial section provides foundational pedagogical ideas for constructing engaging virtual learning environments that leverage the unique strengths and opportunities while avoiding the weaknesses and threats of the online world. The following chapters present instructional strategies for multiple grade levels and content areas: best practices that work, clearly describing why they work, and the teachers’ pedagogical reasoning that supports online implementations. The chapters provide ways to think about teaching in virtual environments that can be used to guide instructional strategy choices and recognizes the fundamental differences between face-to-face and virtual environments as an essential design component. Covering such topics as K-12 classrooms, pedagogical reasoning, and virtual learning, this text is perfect for professors, teachers, students, educational designers and developers, instructional technology faculty, distance learning faculty, and researchers interested in the subject.
Engaging the Online Learner This updated edition includes an innovative framework the Phases of Engagement that helps learners become more involved as knowledge generators and cofacilitators of a course. The book also provides specific ideas for tested activities (collected from experienced online instructors across the nation) that can go a long way to improving online learning. Engaging the Online Learner offers the tools and information needed to: Convert classroom activities to an online environment Assess the learning that occurs as a result of collaborative activities Phase in activities that promote engagement among online learners Build peer interaction through peer partnerships and team activities Create authentic activities and implement games and simulations Praise for Engaging the Online Learner "The Phases of Engagement framework provides a road map for creating community at each phase of an online course. This book is an invaluable guide to innovative practices for online learning." Judith V. Boettcher, coauthor of The Online Teaching Survival Guide "Engagement is the heart of online learning. The authors have developed an encyclopedia of tried-and-true learner engagement activities that are authentic and ready to use." Donald P. Ely, professor emeritus, instructional design, development and evaluation in the School of Education, Syracuse University
Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.
The design of various virtual environments should be based on the needs of a diverse population of users around the globe. Interface design should be user centric and should strive for making the user's interaction as simple, meaningful, and efficient as possible. User Interface Design for Virtual Environments: Challenges and Advances focuses on challenges that designers face in creating interfaces for users of various virtual environments. Chapters included in this book address various critical issues that have implications for user interface design from a number of different viewpoints. This book is written for professionals who want to improve their understanding of challenges associated with user interface design issues for globally-dispersed users in various virtual environments.