Virtual worlds and other virtual environments offer an adaptable context for applied and situated learning experiences. In this book, educators, instructional designers, librarians, administrators and scholars reflect on how to leverage constructivist, authentic, collaborative and complex interactive educational experiences through the use of these multisensory environments.
Explore the intersection of presence, personal and group identity, culture, immersive learning experiences, multiuser virtual environments
(MUVEs) and massive multiplayer online roleplaying games (MMORPGs) with eleven multidisciplinary researchers. The examples range from K-12 to university educational experiences and highlight critical information from a variety of MUVEs, such as Second Life, Active Worlds, There, and several MMORPGs, including Ultima Online, Everquest and the World of Warcraft.