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dc.contributor.authorGül, L.
dc.contributor.authorKim, M.
dc.contributor.authorGu, N.
dc.contributor.authorWang, Xiangyu
dc.date.accessioned2017-03-15T22:23:53Z
dc.date.available2017-03-15T22:23:53Z
dc.date.created2017-03-08T06:39:34Z
dc.date.issued2014
dc.identifier.citationGül, L. and Kim, M. and Gu, N. and Wang, X. 2014. Methods for assessing 3D virtual worlds in design education, in Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education, pp. 152-169. Hershey, PA, USA: IGI Global.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/50384
dc.identifier.doi10.4018/978-1-4666-4470-0.ch005
dc.description.abstract

With the advancement and increasing adoption of information and communication technologies, 3D virtual worlds, being a part of these revolutionary forces, have the potential to make a major contribution to design education as a new teaching and learning environment. Considering this changing trend, we have been employing 3D virtual worlds in the design curriculum over the past decade. To critically understand the impact of the technologies on design education, this chapter explores and demonstrates three different assessment methods of 3D virtual worlds in design education, through three case studies. The chapter also concludes with insights into the applications of virtual environments in collaborative design teaching.

dc.titleMethods for assessing 3D virtual worlds in design education
dc.typeBook Chapter
dcterms.source.startPage152
dcterms.source.endPage169
dcterms.source.titleCases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education
dcterms.source.isbn1466644702
curtin.departmentDepartment of Construction Management
curtin.accessStatusFulltext not available


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