Key points are not available for this paper at this time.
Abstract Our essential premise in this article is that immersive learning is not new and that, as a practical matter, it is useful to view the relatively new virtual world platforms through that lens. By doing so, the premise continues, developers of learning experiences for these spaces will have a large theoretical base upon which to draw, as well as many examples from practice that can be modeled or adapted. A range of examples from K–12 and higher education are given, and the progression of both teacher and student is viewed in terms of learning styles and behavioral needs. Five essential steps for those wishing to develop their own projects are provided, as well as a list of useful resources. Notes 1For an overview, see the short video, NMC Campus: Seriously Engaging online at http: //sl. nmc. org/2006/06/12/seriously-engaging-movie 2See http: //rampoislands. blogspot. com/2007/02/of-mice-and-men. html for more. 3See http: //www. skoolaborate. com/ for more information. 4To see Maslow's Heirarchy of Needs go to http: //en. wikipedia. org/wiki/Image: Maslow%27sₕierarchyₒfₙeeds. svg 5For a compelling example, see the moving story by Robbie Dingo called Better Life (http: //www. youtube. com/watch? v=U6D9K9xTmt0) or the virtual western Silver Bells and Golden Spurs (http: //bellsandspurs. com/).
Johnson et al. (Wed,) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: