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Integrating virtual worlds & virtual learning environments for online education
2009 Edition, August 1, 2009 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and...

Teaching Engineering Education Using Virtual Worlds and Virtual Learning Environments
2009 Edition, December 1, 2009 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. Virtual learning environments' support teaching and learning in an educational context, offering the functionality...

An Approach for Integrating 3D Virtual Worlds with Multiagent Systems
2011 Edition, March 1, 2011 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

Education is incorporating more and more of the capabilities provided by the Internet. One such move is the incorporation of 3D virtual worlds in the learning environment. Another is the increasing development of multiagent systems that support the learner or the...

Virtual learning model for metaverses
2010 Edition, September 1, 2010 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

Virtual learning environments have been increasingly utilized in the domain of eLearning recently. Virtual worlds such as SecondLife and OpenSimulator have opened up great opportunities in this front. The major issue with virtual worlds with respect...

Virtual reality for education and workforce training
2017 Edition, October 1, 2017 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

The advent of inexpensive consumer virtual reality display technology has made new possibilities for delivering education and training in immersive and engaging ways widely available. In the past, technical challenges and prohibitive cost have impeded progress of virtual...

An Online Virtual Learning Environment for Higher Education
2011 Edition, May 1, 2011 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

This paper describes a novel online virtual learning classroom environment focused for higher education. Students can login to this virtual world in the form of their avatars and follow lectures and laboratories in a collaborative manner. To...

Implementation of virtual worlds in distance studies
2018 Edition, June 1, 2018 - Iberian Association of Systems and Information Technology (AISTI)

Nowadays there is a growing interest in the use of virtual reality environments because through immersive education participants can be offered a feeling of "being there", through a synchronous connection that allows them to communicate with a sense of presence. The present...

Learning in Virtual Worlds: The Challenges and Opportunities
2009 Edition, September 1, 2009 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

Virtual environments are revolutionizing almost every aspect of the learning process; the learners live in interactive cyberspaces where they can communicate and collaborate globally in various ways. With the arrival of the Net Generation and the challenges and possibilities...

Game-based strategy to teaching electronic & electrical engineering in virtual worlds
2010 Edition, December 1, 2010 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

In recent years there has been significant growth in the use of virtual worlds for e-learning. These immersive environments offer the capability to create complex, highly interactive simulations. Video games have entered the mainstream as an increasingly popular...

MuDiS - A Virtual Learning Environment
2007 Edition, March 1, 2007 - IEEE - Institute of Electrical and Electronics Engineers, Inc.

This paper presents a multi-component; distributed system (MuDiS) based solution for building a virtual learning environment which combines a wide range of technology, tools and digital gaming concepts to create an interactive tool for science education....

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