Abstract
In addition to the flashy nature of 3-dimensional online worlds and the perceived juxtaposition to video games, it can be argued that these worlds are becoming popular in education because they allow a student user to represent themselves in ways that provide them with a sense of social presence. This presence allows the user to take on an individual identity and gain a perspective of another through the development and use of avatars. This chapter will focus on the plethora of work we have been doing on these critical areas and how others can build upon our work.
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Annetta, L.A., Folta, E., Klesath, M. (2010). Presence, Identity, Self-Representation, and Perspective Taking Within Virtual Online Courses. In: V-Learning. Springer, Dordrecht. https://doi.org/10.1007/978-90-481-3627-8_7
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DOI: https://doi.org/10.1007/978-90-481-3627-8_7
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