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Virtually there, almost: educational and informational possibilities in virtual worlds

机译:几乎几乎存在:虚拟世界中的教育和信息可能性

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Purpose - The purpose of this article is to analyze the educational and more specifically, the libraryrnand information opportunities afforded through virtual worlds such as Second Life.rnDesign/methodology/approach - The article provides an analysis of virtual world opportunitiesrnthrough a review of relevant literature as well as actual applications of virtual world platforms.rnFindings - Virtual worlds have the potential to provide a rich learning and information environment.rnDespite what many see as limitations, virtual worlds can enhance the learning experience ifrnproblematic issues are addressed and if expectations are realistic. For libraries, a unique set ofrnlimitations are identified.rnResearch limitations/implications - The limited availability of library presences in virtualrnworlds prohibits a full scale analysis of the success or otherwise of such projects. Future analyses ofrnvirtual worlds, in particular Second Life, will be useful if their pervasiveness increases.rnPractical implications - Library managers are alerted to issues and problems surrounding anrninvestment in virtual worlds.rnOriginality/value - This paper will prove useful to educators and librarians considering investingrntime and other resources in developing content in virtual worlds.
机译:目的-本文的目的是分析教育,更具体地说,分析通过第二世界等虚拟世界提供的图书馆和信息机会。设计/方法/方法-本文通过对相关文献的回顾来对虚拟世界机会进行分析。研究发现-虚拟世界有潜力提供丰富的学习和信息环境。rn尽管有许多限制,但如果解决问题并满足实际期望,虚拟世界可以增强学习体验。对于图书馆,将识别出一组唯一的局限性。研究局限/含义-虚拟世界中存在的图书馆有限,无法全面分析此类项目的成功与否。如果虚拟世界的普遍性增加,将来对虚拟世界尤其是第二世界的分析将是有用的。实用意义-图书馆经理应警惕虚拟世界中投资无效的问题。原始性/价值-本文对于考虑投资时间的教育者和图书馆员将是有用的以及在虚拟世界中开发内容的其他资源。

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