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Vizenor, Katie Virginia – ProQuest LLC, 2014
Digital Citizenship is a concept typically used in discussions of how technology impacts our relationships with others and our physical world communities. It is also used to describe ways that we can leverage our technology use and skill to make our communities and nations better and stronger. Educators are now teaching "good digital…
Descriptors: Simulated Environment, Disabilities, Computer Simulation, Communities of Practice
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Graham, Kerrie Lewis – American Journal of Play, 2010
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
Descriptors: Computer Games, Computer Simulation, Role Playing, Play
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DeMers, Michael N. – International Journal of Virtual and Personal Learning Environments, 2010
Second Life is increasingly being used as a venue for education, especially for delivery of online instruction where social presence and community building are essential components. Despite its robust 3-D modeling tools and powerful scripting language, many educational uses of Second Life are limited to passive forms of content delivery that often…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Computer Simulation
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Talamo, Alessandra; Pozzi, Simone; Mellini, Barbara – Mind, Culture, and Activity, 2010
Social interactions within virtual communities are often described solely as being online experiences. Such descriptions are limited, for they fail to reference life external to the screen. The terms "virtual" and "real" have a negative connotation for many people and can even be interpreted to mean that something is "false" or "inauthentic."…
Descriptors: Phenomenology, Olfactory Perception, Tactual Perception, Biochemistry