Table of Contents
Illustrations vii
Foreword Sandra Hirsh ix
Preface xiii
Section I
Chapter 1 Digital Reality: An Education Renaissance Mark Driskill 3
Chapter 2 Skilling Up for Teaching in 2D Online and 3D Virtual Environments Leticia De Leon 15
Chapter 3 Building a Business in Second Life-A Case Study Jennifer Crummey Chris Nelson 27
Chapter 4 Professional Education and Library Connections in Virtual Worlds Beth S. O'Connell 39
Chapter 5 Virtually Abroad in Second Life: The Use of Immersive Technology to Develop Intercultural Competence Sandra Hirsh Heidi Jakal 55
Section II
Chapter 6 Immersive Education in Second Life-A Case Study Lori A. Bell 69
Chapter 7 Augmenting Reality: Experiencing the Past through Digital Technologies Bryan Carter 77
Chapter 8 Virtual Worlds, Real Lives: Using Immersive Environments in the Classroom Cara Coffina John Howard 89
Chapter 9 Learning in Three Dimensions: From "Pretty" to "Participation" John Jamison 97
Chapter 10 The Story of Science during the Scientific Revolution: Designing an Educational Exhibit Marie Vans 111
Chapter 11 Crowdsourcing the Fictive Experience: Virtual-World Emergent Narrative from a Collections Perspective J J Jacobson 129
Section III
Chapter 12 Museums and Virtual Worlds Geoff Giglierano 149
Chapter 13 Riding the Hype Cycle: Community Virtual Library Turns 10 Rhonda B. Trueman Pat Alderman 165
Chapter 14 MOOCs, Virtual Environments, and Librarians Valerie Hill Ilene Frank Joe Floyd 179
Chapter 15 Building Community through Extracurricular Activities in Second Life: A VCARA Case Study Patricia C. Franks 197
Chapter 16 Community and Education in the Virtual Environment: Lessons Learned Mary-Carol Lindbloom 217
Chapter 17 The Future of Libraries in the Digital Age Valerie Hill 225
Index 237
About the Editors and Contributors 243