Effect of the activities in the Second Life® as tool for mutual understanding of gender role
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Park, H., Jung, J. & Collins, C.M. (2008). Effect of the activities in the Second Life® as tool for mutual understanding of gender role. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 1778-1783). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/27454.
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
The purpose of this paper is to explore the possibility of the use of virtual reality such as Second Life as a tool for mutual understandings of gender roles within an educational context. In the concrete, virtual worlds provide valuable assets, as testing tools for users to experience gaining mutual understandings of about others, by the recognition of opposite gender roles, with conversations between men and women, than what they experience within the real world. Through these activities, users acquire positive values about the others' gender identification by representing one's self in the role of the opposite gender. At the same time, such gender role switching explores the possibility of virtual worlds becoming as a place of opportunity within the educational and learning arena.
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Multimedia Technology for Social Skills
- Immersive Learning and Role Plays in Second Life
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Second Life for Education
- Virtual Classroom and Training in Second Life
- Embarking on an Educational Journey in Second Life
- Playing to Learn: Guidelines for Designing Educational Games
- The Effects of Classroom Simulation On Pre-service Teachers' Career Maturity
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
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