Researching Learning in Virtual Worlds

Researching Learning in Virtual Worlds covers a range of research undertaken in 3D virtual environments, looking at both the methods and results of the studies. This groundbreaking book is the first to specifically address research methods and related iss

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Editors-in-chief John Karat IBM Thomas J. Watson Research Center (USA) Jean Vanderdonckt Université catholique de Louvain (Belgium) Editorial Board Gaëlle Calvary, LIG-University of Grenoble 1, France John Carroll, School of Information Sciences & Technology, Penn State University, USA Gilbert Cockton, Northumbria University, UK Larry Constantine, University of Madeira, Portugal, and Constantine & Lockwood Ltd, Rowley, MA, USA Steven Feiner, Columbia University, USA Peter Forbrig, Universität Rostock, Germany Elizabeth Furtado, University of Fortaleza, Brazil Hans Gellersen, Lancaster University, UK Robert Jacob, Tufts University, USA Hilary Johnson, University of Bath, UK Kumiyo Nakakoji, University of Tokyo, Japan Philippe Palanque, Université Paul Sabatier, France Oscar Pastor, University of Valencia, Spain Fabio Pianesi, Bruno Kessler Foundation (FBK), Italy Costin Pribeanu, National Institute for Research & Development in Informatics, Romania Gerd Szwillus, Universität Paderborn, Germany Manfred Tscheligi, University of Salzberg, Austria Gerrit van der Veer, University of Twente, The Netherlands Shumin Zhai, IBM Almaden Research Center, USA Thomas Ziegert, SAP Research CEC Darmstadt, Germany

Human-Computer Interaction is a multidisciplinary field focused on human aspects of the development of computer technology. As computer-based technology becomes increasingly pervasive – not just in developed countries, but worldwide – the need to take a human-centered approach in the design and development of this technology becomes ever more important. For roughly 30 years now, researchers and practitioners in computational and behavioral sciences have worked to identify theory and practice that influences the direction of these technologies, and this diverse work makes up the field of human-computer interaction. Broadly speaking, it includes the study of what technology might be able to do for people and how people might interact with the technology. In this series, we present work which advances the science and technology of developing systems which are both effective and satisfying for people in a wide variety of contexts. The human-computer interaction series will focus on theoretical perspectives (such as formal approaches drawn from a variety of behavioral sciences), practical approaches (such as the techniques for effectively integrating user needs in system development), and social issues (such as the determinants of utility, usability and acceptability).

For further volumes: http://www.springer.com/series/6033

Anna Peachey · Julia Gillen · Daniel Livingstone · Sarah Smith-Robbins Editors

Researching Learning in Virtual Worlds

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Editors Anna Peachey The Open University Milton Keynes United Kingdom

Dr. Julia Gillen Lancaster University Lancaster United Kingdom

Daniel Livingstone University of the West of Scotland Paisley Scotland

Sarah Smith-Robbins Bloomington Indiana USA

ISSN 1571-5035 ISBN 978-1-84996-046-5 e-ISBN 978-1-84996-047-2 DOI 10.1007/978-1-84996-047-2 Springer London Dordrecht Heidelberg