The new Bookshop is now open in solipCISM Village, with new titles on teaching and learning in Second Life:
Aldrich, C. (2009). Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction. London: Jossey Bass. ISBN-13: 978-0470438343. [Amazon]
[Product description from Amazon] Higher education institutions are increasingly delivering content online, but the content is often not sufficiently engaging. Learning Online with Games, Simulations, and Virtual Worlds provides a simple and practical guide to identifying when and what kind of games, simulations, and virtual environments should be used, how to get them, how to deploy them, and how to measure their effectiveness. Using frameworks, tips, case studies, real examples, and resources, this cutting–edge tool will help faculty members and instructional designers comfortably use games, simulations, and virtual environments to enhance learning.
Molka-Danielsen, J. & Mats Destchmann, M. (2009). Learning and Teaching in the Virtual World of Second Life. Trondheim, Norway: Tapir Academic Press. ISBN-13: 978-8251923538. [Amazon]
[Product description from Amazon] Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions world-wide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007 it created a virtual island or ‘sim’ in SL called ‘Kamimo Education Island’. The project generated a number of courses taught in Second Life, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned in that project and from other educational projects in SL. The book identifies the gaps in traditional forms of education. It provides a roadmap on issues of: instructional design, learner modelling, building simulations, exploring alternatives to design and integrating tools in education with other learning systems.
Wankel, C. & Kingsley, J. (2009). Higher Education in Virtual Worlds: Teaching and Learning in Second Life. Bingley, UK: Emerald Group Publishing Limited. ISBN-13: 978-1849506090. [Amazon]
[Product description from Amazon] The use of virtual world platforms is still in its infancy and many educators are wondering how best to use such platforms as a complement to their teaching and facilitation strategies. Targeted at educators and researchers wishing to use virtual environments in their teaching practice “Higher Education in Second Life” provides practical advice specifically for educators in higher education. This book focuses on the use of Second Life – a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning. “Second Life” provides a platform where people can meet and collaborate, teach and learn, play roles and live through experiences. For the experienced this publication provides case studies and ideas for implementing effective learning experiences, for the novice it offers suggestions for overcoming potential barriers and joining the community of ‘new frontier educators’. It has a broad appeal to educators from a wide range of disciplines, from the academic community, to training and development managers, and companies with corporate universities looking to reduce their costs through the use of technology and distance learning.
Also on the near horizon are:
Peachey, A., Gillen, J., Livingstone, D. & Smith-Robbins, S. (2010). Researching Learning in Virtual Worlds. London: Springer. ISBN-13: 978-1849960465. [Amazon]
[Product description from Amazon] Most of the chapters in this book are extended papers from Research Learning in Virtual Environments (reLIVE08), an international conference held by the UK Open University in Milton Keynes in November 2008. Authors of the best papers and presentations from the conferences were invited to contribute to Research Learning in Virtual Worlds, the first book to specifically address research methods and related issues for education in virtual worlds. The book covers a range of research undertaken in virtual worlds. It opens with an accessible introduction both to the book and to the subject area, making it an ideal springboard for those who are new to research in this area. The subsequent ten chapters present work covering a range of research methodologies across a broad discipline base, providing essential reading for advanced undergraduate or postgraduate researchers working in education in virtual worlds, and engaging background material for researchers in similar and related disciplines.
Sheehy, K. (2010). Virtual Worlds: Controversies at the Frontier of Education (Education in a Competitive and Globalizing World). Hauppauge, NY: Nova Science Publishers Inc. ISBN-13: 978-1608762613. [Amazon]
[Product description from Amazon] The book deals with the challenges that arise when virtual worlds are used for learning and teaching. The ideas and practices emerging from this field are relevant to all educators, and offers insights into the development of a pedagogy that is authentic, inclusive and enjoyable. Each chapter addresses a particular issue and is illustrated with examples drawn from both research and practice. These examples cover a wide range of learning scenarios, both formal and informal, involving teenagers, school pupils, undergraduate and postgraduate students as well as a variety of lifelong learners. The issues include the importance of virtual worlds, the influence of online games and physical-world economics and politics, the relationship between avatars and learner identity, the challenges of ensuring child safety and protection, interaction between real-world and in-world environments and activities, accessibility and the development of new pedagogues. The authors are all teachers and learners in virtual worlds; many have been responsible for designing, programming and maintaining virtual environments.