Contributor(s)University of New England
KeywordsEducational Technology and Computing
Science, Technology and Engineering Curriculum and Pedagogy
Full recordShow full item record
AbstractThis important book provides both a synthesis of current research on virtual worlds as media for engagement and learning as well as an implicit research agenda for the future. As the authors note, at this point in the evolution of immersive interfaces, those making claims about their value should support them with both theoretical and evidence-based justifications. We know that learning technologies are not innovations that intrinsically generate learning; rather they are catalysts that, when used well, can enable high engagement, active learning, authentic assessment, and links between schooling and life (Dawley & Dede, 2014). Virtual worlds have many affordances that provide potential for these dimensions of effective learning, and this book describes to what extent these capabilities are currently realized and where improvements in design, implementation, and research are needed.