Distance Learning in Second Life – a guided tour in Rosario
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Lindeberg, C. (2006). Distance Learning in Second Life – a guided tour in Rosario. In T. Reeves & S. Yamashita (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (pp. 711-716). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/23775.
Conference Information

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2006
Honolulu, Hawaii, USA
October 2006
ISBN 1-880094-60-6
Thomas Reeves & Shirley Yamashita
AACE
More Information on ELEARN
Table of Contents
Author
Abstract
Massive multiplayer game worlds are hit products used by millions of people. Some make their money in there, some use them for gaming and leisure. But how could these worlds be used within education? This paper discusses the possibilities of distance learning in Second Life. The paper projects a case study done by students at Arcada in spring 2006. It looks at the pedagogical and hardware problems and questions and also looks at the different personal perspectives towards using new media solutions within higher education. The background for the paper is the Marinetta project, begun at Arcada in 2002.
Keywords
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- Using Second Life in an English course: Designing class activities to address learning objectives
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- A Sociotechnical Systems Analysis of Second Life in an Undergraduate English Course.
- Third generation educational use of computer games
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
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