Using Second Life in an English course: Designing class activities to address learning objectives
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Mayrath, M., Sanchez, J., Traphagan, T., Heikes, J. & Trivedi, A. (2007). Using Second Life in an English course: Designing class activities to address learning objectives. In C. Montgomerie & J. Seale (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2007 (pp. 4219-4224). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/25985.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007
June 25, 2007
Craig Montgomerie & Jane Seale
More Information on EDMEDIA
Table of Contents
Interest in the instructional application of virtual worlds, such as Second Life, has grown significantly. However, little information is available about effective instructional activities using virtual worlds. This case study illustrates lessons learned from a pilot integrating Second Life into a two-semester English course at a large southwestern university. The presentation focuses on the process of implementing Second Life in the classroom, conducting formative evaluation of the students' relevant experiences, and modifying instructional activities for the second semester based on the results of qualitative and quantitative data analyses. The changes significantly enhanced students' learning experiences. The study demonstrates the importance of careful instructional design combined with ongoing assessment when using emerging technologies. It also indicates that course learning goals and students' needs should be considered first and foremost when adapting new technology.
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Immersive Learning and Role Plays in Second Life
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- Educational Research and Evaluation Data Collection Procedures in Second Life
- Mentoring Faculty Through Changing Roles as They Transition into Second Life
- Distance Learning in Second Life – a guided tour in Rosario
- Virtual Classroom and Training in Second Life
- The Connected Learning Space
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