
Is there a free online virtual pets?
are there any good websites that is good for a 13 year old…. please help my sis is so annoying about this stupid question….
is there a good virtual pet website for 13 year olds that has no downloads or updates…..please help my lil sis will not stop bothering me with this stupid quistion
virtual pets for a 13 year old…no.
But, something really fun 4 girls ages 11-16 is www.meez.com. You get a virtual girl and you can do all these things with her. It sounds stupid, but it’s really not.
Moshi Monsters Free Online Virtual Pet – Game Overview
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Saitek Pro Flight Yoke with Three-Lever Throttle (PZ44) $117.91 Premium Flight Yoke & Throttle Quadrant For Most Realistic Flight Simulation Experience; Precision Elevator & Aileron Control Through Yoke; 14 Button Controls, Including 6 On Quadrant; 3-Position Mode Switch; Durable, Stainless Steel Yoke Shaft; Ultra-Stable 2-Position Desk Clamp; Built-In Chronometer For In-Flight Timing; Integrated 3-Port Usb Hub; 3-Axis Lever Throttle Quadrant Can Be Mounted In… |
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Saitek PRO Flight X-65F Combat Control System for PC $399.99 Metal construction for the ultimate in realism and durabilityUnique force sensing stick: all input is detected from how hard the use pushes on the stick just like in real modern day jet fightersFeatures on-the-fly adjustment of the force settings for the stickDual throttle for finer control over twin engine jets or lock the two throttles together for single engine fightersStick controls include: T… |
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Wii Bowling Ball $16.25 ULTRA-REALISTIC ACCESSORYALLOWS USER TO MIMIC ALL THE CRITICAL MOTIONS OF BOWLINGDESIGNED AFTER AN AUTHENTIC BOWLING BALLTURNS WII REMOTE INTO A PERFORMANCE-ENHANCING ACCESSORYINCLUDES BOWLING BALL WII REMOTE CONTAINER WRIST STRAP & 6 REMOVABLE BOWLING BALL FINGER PLUGSCOMPATIBLE WITH WII SPORTS BRUNSWICK PRO BOWLING TEN PIN ALLEY 2 AMF BOWLING: WORLD LANES AMF BOWLING: PINBUSTERS! WII SPORTS RESO… |
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Moshi Monsters Group Shot Girls Shirt Moshi Monsters Group Shot on 100% cotton, short sleeve girls shirt…. |
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Webkinz Bulldog $2.67 Discover a virtual world with Webkinz pets. Webkinz animals come with a special Internet code so your child can interact with it online. The code lets you enter Webkinz World and bring your pet to life. Pet owners can name it, make it a home and even play games. Bull Dog measures 10″. Not recommended for children under 3.Minimum Supported Browsers: Windows – Internet Explorer 6, Netscape 7.2, Fire… |
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Webkinz Tree Frog $3.95 Discover a virtual world with Webkinz pets. Webkinz animals come with a special Internet code so your child can interact with it online. The code lets you enter Webkinz World and bring your pet to life. Pet owners can name it, make it a home and even play games. Tree Frog measures 10″. Not recommended for children under 3.Minimum Supported Browsers: Windows – Internet Explorer 6, Netscape 7.2, Fir… |
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Webkinz Chihuahua $1.95 Discover a virtual world with Webkinz pets. Webkinz animals come with a special Internet code so your child can interact with it online. The code lets you enter Webkinz World and bring your pet to life. Pet owners can name it, make it a home and even play games. Chihuahua measures 10″. Not recommended for children under 3.Minimum Supported Browsers: Windows – Internet Explorer 6, Netscape 7.2, Fir… |
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Kinectimals – Now with Bears $28.88 With Microsoft 3PK-00001 Kinectimals with Bears Video Game, share exciting adventures and fun challenges. Meet the new, adventurous bear cubs and build lasting friendships with some of the world’s most exotic cubs. Just like real pets, your cubs will come running when they hear your voice, respond to commands, and purr with joy when you scratch them behind their ears**. Along the way, you and your… |
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The Sims 2 Deluxe (Sims 2 and Sims Nightlife Expansion) $11.31 Enjoy all the fun and creativity of The Sims 2 in The Sims 2 Deluxe. Create your own houses, neighborhoods, Sims, and family dynasties—then watch it all come to life! Will your Sims experience the rewards of a life well lived? Or will you choose to neglect their needs, indulge their fears, and see what happens? As your Sims’ family grows, you’ll see them pass on genes from one generation to t… |
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The Sims 2 $25.99 The Sims was one of the most popular games ever made. In it, players micromanage the lives of a family of virtual people, or Sims, and influence their paths toward success or something akin to a nervous breakdown. Its open-ended blend of cartoonish behavior and everyday living is unique in an art form otherwise obsessed with carnage and sports. With The Sims 2, long-time fans now have a deeper gam… |
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Learning Online with Games, Simulations, and Virtual Worlds $29 Higher education institutions are increasingly delivering content online, but the content is often not sufficiently engaging. Learning Online with Games, Simulations, and Virtual Worlds provides a simple and practical guide to identifying when and what kind of games, simulations, and virtual environments should be used, how to get them, how to deploy them, and how to measure their effectiveness. Using frameworks, tips, case studies, real examples, and resources, this cutting-edge tool will help faculty members and instructional designers comfortably use games, simulations, and virtual environments to enhance learning. |
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Learning Online With Games, Simulations, And Virtual Worlds: Strategies For Online Instruction $18.09 Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." – Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." – Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." – Rick Van Sant, professor of learning and technology, Ferris State University |
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Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction $30.99 Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." — Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." — Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." — Rick Van Sant, professor of learning and technology, Ferris State University |
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InComm IMVU Virtual Currency Card ($10) $10 With this virtual currency card, you’ll gain 10,000 credits for use in the IMVU catalog. Go on a wild shopping spree, buying items that will help you customize your IMVU avatar or enhance your online life experience. From clothes and shoes to furniture and pets, you’ll have an array of options for making your online self truly unique. |
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InComm IMVU Virtual Currency Card ($25) $25 With this virtual currency card, you’ll gain 25,000 credits for use in the IMVU catalog. Go on a wild shopping spree, buying items that will help you customize your IMVU avatar or enhance your online life experience. From clothes and shoes to furniture and pets, you’ll have an array of options for making your online self truly unique. |
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Virtual (Computing) $101.96 Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. The word virtual has been applied to computing and information technology with various meanings. It is used of software systems that act as if they were hardware systems (virtual machine, virtual memory, virtual disk), of computergenerated simulations of reality (virtual reality), and of internet gaming environments wherein entire worlds are created (virtual world) or the real world is supplemented with virtual images (augmented reality). Other applications of the word are being found constantly in this fast expanding field, such as virtual community, virtual library, and virtual class. Early motivations for applying virtual to computers (i.e., virtualization) were sharing of actual devices by many users and coordination of multiple processes, as seen with the successful use of the virtual machine approach. Author: Surhone, Lambert M./ Tennoe, Mariam T./ Henssonow, Susan F. Binding Type: Paperback Number of Pages: 144 Publication Date: 2011/03/31 Language: English Dimensions: 5.98 x 9.02 x 0.34 inches |
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Virtual Good $70.1 High Quality Content by WIKIPEDIA articles Virtual goods are nonphysical objects that are purchased for use in online communities or online games. They have no intrinsic value and, by definition, are intangible. Virtual goods include such things as digital gifts and digital clothing for avatars. Virtual goods may be classified as services instead of goods. Sales of virtual goods are sometimes referred to as microtransactions. Virtual goods may be sold by companies that operate social networks, community sites or online games, such as massively multiplayer online roleplaying games and massively multiplayer online games. The first virtual goods to be sold were items for use in online games. Players would sell virtual goods, such as swords, coins and potions, in the informal sector without the authorization of the games operator. Author: Surhone, Lambert M./ Timpledon, Miriam T./ Marseken, Susan F. Binding Type: Paperback Number of Pages: 90 Publication Date: 2010/07/18 Language: English Dimensions: 6.00 x 9.02 x 0.22 inches |
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Virtual Teamwork $52.95 “This book, by Robert Ubell and his excellent team of collaborators, adds an important dimension to effective teaching and learning in online environments. It addresses how interaction and collaboration online can be effectively harnessed in virtual teams. It is an important contribution to the larger field of Internet-based education.” — Frank Mayadas , Alfred P. Sloan Foundation How to create and manage highly successful teams online With the advent of the global economy and high-speed Internet, online collaboration is fast becoming the norm in education and industry. This book takes online collaboration to the next level, showing how you can bolster online learning and business performance with the innovative use of virtual teams. Written by a team of experts headed by online learning pioneer Robert Ubell, Virtual Teamwork covers best practices for online instruction and team learning, reveals proven techniques for managing enterprise and global virtual teams, and helps you choose the best communication tools for the job. Educators, project managers, and anyone involved in teaching online courses or creating online programs will find a wealth of tips and techniques for building and managing successful virtual teams, including guidance for: Integrating team instruction in the virtual classroom Using best techniques for team interaction across borders and time zones Structuring cost-effective, competitive projects that work Leveraging leadership, mentoring, and conflict management in virtual teams Conducting testing, grading, and peer- and self-assessment online Managing corporate, global, and engineering virtual teams Choosing the right technologies for effective collaboration |
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Virtual Crime $66.91 High Quality Content by WIKIPEDIA articles Virtual crime or ingame crime refers to a virtual criminal act that takes place in a massively multiplayer online game (MMOG), usually an MMORPG. The huge time and effort invested into such games can lead online crime to spill over into real world crime, and even blur the distinctions between the two. Some countries have introduced special police investigation units to cover such virtual crimes. South Korea is one such country and looked into 22,000 cases in the first six months of 2003. Author: Surhone, Lambert M./ Timpledon, Miriam T./ Marseken, Susan F. Binding Type: Paperback Number of Pages: 88 Publication Date: 2010/06/23 Language: English Dimensions: 5.98 x 9.01 x 0.21 inches |
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The Virtual Student $40 The Virtual Student is an essential resource for online educators working with students in higher education and training settings. The authors offer an overview of the key issues of student online learning and provide a practical guide to working with online students. The book covers a broad range of topics including learning styles, multicultural issues, evaluation, retention, and the challenging problems of plagiarism and cheating. |
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Being Virtual $26.95 Thanks to the Internet, it has never been so easy to become the person of your wildest dreams. Immersive 3D worlds such as Second Life and THERE.com provide an escape route from the ordinary, into a virtual world where you have the power to mould your life in any way you please. Forget about walking, wheelchair users can fly. Pensioners wipe away the pains of age, discovering youthful exuberance and making young friends once more. No wonder it has become harder than ever to honestly answer the question: who am I? In Being Virtual, Davey Winder looks at how an increasing number of us are living part-real, part-virtual lives, and how it affects who we are. He looks at the opportunities and dangers that a virtual identity offers us, how we juggle our real and online lives, and what happens when one spills over into the other… He uses his own personal experiences to bring the issues to life, and backs them up with the real-life stories of others and testimony from the experts.  Along the way, he looks at some fascinating questions such as: Are you a virtual liar? What happens when our virtual and real worlds collide? Why will you talk to anyone online, but nobody on the train to work? Why do so many middle-aged men transform into teenage girls online? Is it possible to have any secrets in such a connected world? Being Virtual gives a glimpse into the future of human identity, and is a must-read for anyone who uses the Internet to enhance – or escape from – their ‘ordinary’ life. About the author Davey Winder has been a freelance journalist for 16 years, and is Contributing Editor of the best-selling IT magazine, PC Pro . He has picked up many awards including Technology Journalist of the Year and IT Security Journalist of the Year. A founder member of the Internet Society of England and author of more than 20 books, his blog can be found at:   http://happygeeknewmedia.blogspot.com/   |
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Virtual Teamwork: Mastering The Art And Practice Of Online Learning And Corporate Collaboration $37.69 This book, by Robert Ubell and his excellent team of collaborators, adds an important dimension to effective teaching and learning in online environments. It addresses how interaction and collaboration online can be effectively harnessed in virtual teams. It is an important contribution to the larger field of Internet-based education." Frank Mayadas , Alfred P. Sloan Foundation How to create and manage highly successful teams online With the advent of the global economy and high-speed Internet, online collaboration is fast becoming the norm in education and industry. This book takes online collaboration to the next level, showing how you can bolster online learning and business performance with the innovative use of virtual teams. Written by a team of experts headed by online learning pioneer Robert Ubell, Virtual Teamwork covers best practices for online instruction and team learning, reveals proven techniques for managing enterprise and global virtual teams, and helps you choose the best communication tools for the job. Educators, project managers, and anyone involved in teaching online courses or creating online programs will find a wealth of tips and techniques for building and managing successful virtual teams, including guidance for: Integrating team instruction in the virtual classroom Using best techniques for team interaction across borders and time zones Structuring cost-effective, competitive projects that work Leveraging leadership, mentoring, and conflict management in virtual teams Conducting testing, grading, and peer- and self-assessment online Managing corporate, global, and engineering virtual teams Choosing the right technologies for effective collaboration |
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Virtual Teamwork: Mastering the Art and Practice of Online Learning and Corporate Collaboration $47.99 This book, by Robert Ubell and his excellent team of collaborators, adds an important dimension to effective teaching and learning in online environments. It addresses how interaction and collaboration online can be effectively harnessed in virtual teams. It is an important contribution to the larger field of Internet-based education." — Frank Mayadas , Alfred P. Sloan Foundation How to create and manage highly successful teams online With the advent of the global economy and high-speed Internet, online collaboration is fast becoming the norm in education and industry. This book takes online collaboration to the next level, showing how you can bolster online learning and business performance with the innovative use of virtual teams. Written by a team of experts headed by online learning pioneer Robert Ubell, Virtual Teamwork covers best practices for online instruction and team learning, reveals proven techniques for managing enterprise and global virtual teams, and helps you choose the best communication tools for the job. Educators, project managers, and anyone involved in teaching online courses or creating online programs will find a wealth of tips and techniques for building and managing successful virtual teams, including guidance for: Integrating team instruction in the virtual classroom Using best techniques for team interaction across borders and time zones Structuring cost-effective, competitive projects that work Leveraging leadership, mentoring, and conflict management in virtual teams Conducting testing, grading, and peer- and self-assessment online Managing corporate, global, and engineering virtual teams Choosing the right technologies for effective collaboration |
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Virtual Training $76.47 Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Virtual training is a training method in which a simulated virtual environment is used. In this environment an instructor is able to explain, show or test certain abilities that can contribute to the learning process. There are different types of virtual training methods, divided in the instructor supported (virtual instructor led training) and the noninstructor supported. In the instructor led training there are two screens; one for the instructor and one for the student. The instructors screen holds a number of tools to change and influence the environment. The students screen holds the controls over the decision / steering unit in this area. Where the instructor is free to create challenging scenarios in which all of the former know attributes can suddenly change. Author: Surhone, Lambert M./ Tennoe, Mariam T./ Henssonow, Susan F. Binding Type: Paperback Number of Pages: 80 Publication Date: 2011/03/31 Language: English Dimensions: 9.02 x 5.98 x 0.19 inches |
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Virtual Imaginings $1.99 It began with "Hey let"s write a book!" and culminated in Virtual Imaginings a collection of stories written by popular indie writers frequenting the online message boards at kindleboards.com. An eclectic mix of styles these writers deliver a book that will leave the reader searching for more. All proceeds will be donated to an organization benefiting breast cancer research and treatment. |
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Virtual Vintage $15.99 Vintage clothing has never been more chic, with everyone from celebrity trendsetters to style-conscious professionals searching for wearable treasures from the past. Virtual Vintage is the first and only guide that helps both the novice and the fashion connoisseur evaluate and confidently participate in the thriving vintage marketplace that exists online. No other book explains how to get it, sell it, fix it, or wear it with flair. Authors Linda Lindroth and Deborah Newell Tornello equip readers from head to toe with • more than 100 chic sites—rated and evaluated • instructions on contacting sellers • smart strategies for bidding in online auctions • advice about evaluating the size, quality, and colors of a garment • tips for cleaning and repairing vintage items Whether you’re looking for a 1960s Rudi Gernreich knit, Gucci hipster trousers, a Claire McCardell for Townley shirtwaist, or a Chanel suit in pink wool with black patent-leather trim, Virtual Vintage will help you build a unique and sensational wardrobe. From the Trade Paperback edition. |
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The Virtual Future $99 The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online gameworlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future. |
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The Virtual Executive $25 Master digital platforms to deliver powerful messages and build your personal brand. “In the virtual world, every voice mail, e-mail, or tweet is fraught with the danger of misunderstanding or misdirection, which can be disastrous for results and/or relationships. For those on the rise or recently thrust into this very different world, this book is an exceptional resource . . . and entertaining too!”. —Hal Johnson, Chairman, Global Human Resources Practice, Korn/Ferry International. “Benton’s insights on being seen as a leader remain as relevant as ever, even though the tools with which we work have changed dramatically. . . . The Virtual Executive provides a guide for making yourself and those around you successful in a rapidly evolving, connected, and virtual world.”. —Brian Fabes, CEO, Civic Consulting Alliance. “Benton teaches us all the protocol for success in a digital age. What worked yesterday won’t work today . . . and what will work tomorrow is in this book.”. —Rulon Stacey, Chairman, American College of Healthcare Executives; CEO, Poudre Valley Health Systems; author, Over Our Heads. “Benton’s book empowers you to play at the top of your game—not just in person, but from afar.”. —Paola Bonomo, Head of Online Services, Vodafone Omnitel N.V. “A must-read as applicable to the novice new hire as it is to the CEO.”. —John Odegaard, Executive Director, U.S. Naval War College Foundation. “A remarkably focused tool for the successful executive striving to be better in the digital age. I literally could not put the book down once I started it.”. —Stan Payne, CEO, Canaveral Port Authority. About the Book:. When was the last time you were in a meeting and every participant was in the room? How many people do you know who work from remote sites? How many e-mails did you receive and send at work today?. Blogging, commenting, tagging, e-mailing, texting, video chatting. Everywhere you turn these days, there’s a new way to communicate ideas and opinions. Whether you’re a C-suite executive or a mid-level manager, you have to be able to move seamlessly among all the available digital platforms in order to communicate your message effectively. In The Virtual Executive , world-renowned CEO coach and bestselling author Debra Benton teaches you everything you need to know to navigate today’s seemingly endless choices of social media and virtual communication tools in order to stay relevant in a sea of competition. From videoconferencing, instant messaging, and webinars to LinkedIn, Facebook, and Twitter, Benton explains how and when to use each platform to: Differentiate yourself from others in the vast digital world; Deliver a clear, powerful message; Make people remember you for the right reasons; Build trust with colleagues and customers; Achieve more than ever—with less effort and lower costs. |
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Building Virtual Communities $30 Building Virtual Communities examines how learning and cognitive change are fostered by online communities. Contributors to this volume explore this question by drawing on their different theoretical backgrounds, methodologies, and personal experience with virtual communities. This book will interest educators, psychologists, sociologists, and researchers in human- computer interaction. |
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Building Online Learning Communities: Effective Strategies for the Virtual Classroom $35.99 Building Online Learning Communities further explores the development of virtual classroom environments that foster a sense of community and empower students to take charge of their learning to successfully achieve learning outcomes. This is the second edition of the groundbreaking book by Rena Palloff and Keith Pratt and has been completely updated and expanded to include the most current information on effective online course development and delivery. A practical, hands-on guide, this resource is filled with illustrative case studies, vignettes, and examples from a wide variety of successful online courses. The authors offer proven strategies for handling challenges that include: Engaging students in the formation of an online learning community. Establishing a sense of presence online. Maximizing participation. Developing effective courses that include collaboration and reflection. Assessing student performance. Written for faculty in any distance learning environment, this revised edition is based on the authors many years of work in faculty development for online teaching as well as their extensive personal experience as faculty in online distance education. Rena M. Palloff and Keith Pratt share insights designed to guide readers through the steps of online course design and delivery. |
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Building Online Learning Communities: Effective Strategies For The Virtual Classroom $25.79 Building Online Learning Communities further explores the development of virtual classroom environments that foster a sense of community and empower students to take charge of their learning to successfully achieve learning outcomes. This is the second edition of the groundbreaking book by Rena Palloff and Keith Pratt and has been completely updated and expanded to include the most current information on effective online course development and delivery. A practical, hands-on guide, this resource is filled with illustrative case studies, vignettes, and examples from a wide variety of successful online courses. The authors offer proven strategies for handling challenges that include: Engaging students in the formation of an online learning community. Establishing a sense of presence online. Maximizing participation. Developing effective courses that include collaboration and reflection. Assessing student performance. Written for faculty in any distance learning environment, this revised edition is based on the authors many years of work in faculty development for online teaching as well as their extensive personal experience as faculty in online distance education. Rena M. Palloff and Keith Pratt share insights designed to guide readers through the steps of online course design and delivery. |
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Virtual Pharmacy Externship for Technicians – Online Individual, 1st Edition $54.99 Virtual Pharmacy Externship for Technicians simulates a retail pharmacy. Step into this virtual pharmacy and interact with customers; work on prescriptions; interact with pharmacists, physicians, and insurance representatives; prepare medication labels; and handle inventory or store management tasks. Through the use of dynamic video and interactive tasks, emphasis is placed on critical thinking and problem solving. Choose your own path while progressing through the scenarios. The decisions you make impact the outcome and your virtual pharmacist provides feedback as you work through real-life problems in a pharmacy. Soft skills, such as customer interaction, and hard skills, such as completion of a patient profile and fulfillment of a prescription, are fully integrated to make this a complete learning experience. The Scenarios: 1. Tutorial. 2. The Non-English Speaking Customer. 3. Claim Denial: Generic Required. 4. Inventory Management. 5. Managing Difficult Personalities. 6. Compounding. 7. Claim Denial: Request for Exception. |
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Virtual Pharmacy Externship for Technicians – Online Institutional, 1st Edition $54.99 Virtual Pharmacy Externship for Technicians simulates a retail pharmacy. Step into this virtual pharmacy and interact with customers; work on prescriptions; interact with pharmacists, physicians, and insurance representatives; prepare medication labels; and handle inventory or store management tasks. Through the use of dynamic video and interactive tasks, emphasis is placed on critical thinking and problem solving. Choose your own path while progressing through the scenarios. The decisions you make impact the outcome and your virtual pharmacist provides feedback as you work through real-life problems in a pharmacy. Soft skills, such as customer interaction, and hard skills, such as completion of a patient profile and fulfillment of a prescription, are fully integrated to make this a complete learning experience. The Scenarios: 1. Tutorial. 2. The Non-English Speaking Customer. 3. Claim Denial: Generic Required. 4. Inventory Management. 5. Managing Difficult Personalities. 6. Compounding. 7. Claim Denial: Request for Exception. |
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Exodus to the Virtual World $9.99 Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life ), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun . Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one. |
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The Virtual Handshake: Opening Doors And Closing Deals With Online $18.76 No Synopsis Available |
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The Virtual Student: A Profile and Guide to Working with Online Learners $33.32 No Synopsis Available |
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Virtual Foreplay: Finding Your Soulmate Online $20.5 Author: Hogan, Eve Eschner Binding Type: Paperback Number of Pages: 224 Publication Date: 2001/06/26 Language: English Dimensions: 8.52 x 5.58 x 0.60 inches |
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Toward the Virtual University : International Online Perspectives $50.59 No Synopsis Available |
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Being Virtual : Who You Really Are Online $25.66 No Synopsis Available |
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The Online Educator: A Guide to Creating the Virtual Classroom $57.59 No Synopsis Available |
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Muslim Women Online: Faith and Identity in Virtual Space $126.19 No Synopsis Available |

