To view the full text of this article...
Subscribe for faster access!
Subscribe for only $19/month (or $150/year) and receive immediate access to 100,000+ documents/media files.
Purchase individual articles and papers
Purchase fulltext access to individual articles and papers for $9.95 USD each. You can purchase as a guest or save your information for faster access later.
Already have an account?
If you are accessing the system through an institution or library, find out if they have a subscription to the digital library. If they do, please have them contact us with the IP address for this machine: 188.8.131.52.
Immersive Learning and Role Plays in Second Life
Save to My Collections
Society for Information Technology & Teacher Education International Conference (SITE) 2008
Las Vegas, Nevada, USA
March 3, 2008
Karen McFerrin, Roberta Weber, Roger Carlsen & Dee Anna Willis
More Information on SITE
Table of Contents
This presentation will consider the common aspects of immersive experiences in learning, what kind of experiences are available in "Second Life" a popular three-dimensional virtual world (http://www.secondlife.com) and the issues involved in using Second Life for immersive learning and role-play in academic settings. Finally, we will offer an overview of the issues involved in creating role-plays in Second Life to enable teachers to have a ready toolkit for creating their own.
Jeffery, A. & Collins, M. (2008). Immersive Learning and Role Plays in Second Life. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 2628-2632). Chesapeake, VA: AACE. Retrieved December 18, 2013 from http://www.editlib.org/p/27616.
- Multimedia Technology for Social Skills
- Educational Research and Evaluation Data Collection Procedures in Second Life
- Embarking on an Educational Journey in Second Life
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Playing to Learn: Guidelines for Designing Educational Games
- Virtual Classroom and Training in Second Life
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- The Potential Of New Generation Games Consoles To Support Disabled Students In Education
- Second Life for Education
Comments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.