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- Teaching and Learning [x]
- Virtual Worlds [x]
- Virtual Community (6)
- Student Engagement and Interaction (5)
- Instructional Design (4)
- Games and Gaming (3)
- Information Technology Management and Leadership (3)
- Learning (3)
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EDUCAUSE Library Items for Virtual Worlds
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2010 Horizon Report
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January 15, 2010
The annual Horizon Report is a collaborative effort between the EDUCAUSE Learning Initiative (ELI) and the New Media Consortium (NMC). Each year, the report identifies and describes six areas of …
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7 Things You Should Know About Second Life
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June 11, 2008
Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million “residents,” and a thriving economy. Large numbers of colleges and universities—…
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2007 Horizon Report
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January 1, 2007
The 2007 Horizon Report looks at six selected areas--"User-Created Content," "Social Networking," "Mobile Phones," "Virtual Worlds," "New Scholarship …
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Simulations, Games, and Learning
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January 1, 2006
Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time c…
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7 Things You Should Know About Virtual Worlds
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June 15, 2006
A virtual world is an immersive online environment whose "residents" are avatars representing individuals who participate through the Internet. Many institutions are experimenting with …
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ELI Innovations & Implementations—SciFair: Game Worlds for Learning
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January 1, 2006
Cornell's SciCentr is an online museum of virtual worlds that engages young people in science, technology, engineering, and mathematics. Its SciFair program helps students build virtual worlds…

















