| Foreword | 8 |
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| Acknowledgment | 12 |
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| Contents | 14 |
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| 1 Distance Learning in the 21st Century | 17 |
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| 21st Century Skills | 17 |
| Issues with Distance Education Today | 22 |
| Cost of Distance Education | 23 |
| Institutional Costs | 23 |
| Student Costs | 24 |
| Hidden Costs of Distance Education | 25 |
| Reach | 26 |
| Richness (Cost to the Student) | 26 |
| A Case for Synchronous Instruction | 27 |
| Meaningful Learning | 27 |
| References | 29 |
| 2 Millennials and Why They Fail in Distance Learning Environments | 32 |
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| Generation and Gender Lines | 33 |
| Why Games and VLEs are Important to Education | 35 |
| Conclusion | 35 |
| References | 37 |
| 3 The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education | 39 |
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| The Power of Multiplayer Games | 39 |
| Presence, Identity, Community, and Play | 43 |
| The Critical Crossroad in Distance Education | 44 |
| Conclusion | 46 |
| References | 47 |
| 4 Use of Virtual Learning Environments in Distance Education | 49 |
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| Introduction | 49 |
| Creating an Ideal Online Distance Education Course | 50 |
| Learning Management Systems | 53 |
| Alternatives to LMS | 56 |
| Educational Games and Virtual Worlds | 57 |
| Learning from Massively Multiplayer Online Role-Playing Games | 61 |
| Using 3D VLES in Distance Education | 65 |
| Creating a Learning Culture | 66 |
| Future Research Needed on 3D VLEs | 67 |
| Current Issues 3D VLEs Face in Education | 67 |
| References | 69 |
| 5 Serious Games, Simulations, and Case-Based Reasoning | 71 |
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| Designing a Game from a Video Case | 77 |
| Designing a Case for Athletics | 78 |
| Designing a Case for Training and Development | 78 |
| Designing a Case from a Field Trip | 79 |
| References | 82 |
| 6 The Role of Synchronous Interactions Within Higher Education Distance Education Courses | 84 |
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| References | 94 |
| 7 Presence, Identity, Self-Representation, and Perspective Taking Within Virtual Online Courses | 96 |
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| Presence and Personality | 97 |
| Stimulating Perspective Taking Through Cognitive Conflict | 100 |
| Virtual Community | 105 |
| References | 106 |
| 8 Situated Learning and Engagement in Distance Education | 110 |
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| Situated Learning | 113 |
| Student Learning | 117 |
| References | 120 |
| 9 Learning, Psycho-Cognition, and Flow | 122 |
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| Learning | 122 |
| Situated Learning | 124 |
| Psycho-Cognition | 128 |
| Flow | 131 |
| Conclusion | 132 |
| References | 133 |
| 10 Assessing and Evaluating Virtual World Effectiveness | 137 |
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| Simulation and Game Design | 141 |
| Design-Based Research | 142 |
| Testing the Intervention | 145 |
| Assessment Techniques | 146 |
| Usability/Feasibility | 147 |
| Usability Data | 149 |
| Feasibility Data | 150 |
| Server-Side Data Collection | 151 |
| Cognitive Ethnography and Discourse Analysis | 154 |
| Heuristics | 157 |
| Engagement | 157 |
| Lessons Learned for Future Growth | 158 |
| Conclusion | 160 |
| References | 160 |
| 11 Tri-Hybrid Learning | 164 |
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| Introduction | 164 |
| The Tri-Hybrid Model and the Evolving Role of the Instructor | 176 |
| References | 180 |
| Appendix A Web Sites for Discovering Virtual Worlds | 183 |
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| Author Index | 185 |
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| Subject Index | 191 |