A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
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Edwards, P., Domínguez, E. & Rico, M. (2008). A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 2566-2571). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/27603.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2008
Las Vegas, Nevada, USA
March 3, 2008
ISBN 1-880094-64-9
Karen McFerrin, Roberta Weber, Roger Carlsen & Dee Anna Willis
AACE
More Information on SITE
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Abstract
As information technology rapidly makes its way into every corner of modern society educational means and methods are researched and applied in order to successfully keep up. Of the many resources encountered in Internet is Second Life (SL), created in 2003 by Philip Rosedale, CEO of Linden Research, Inc. SL is a 3D virtual world of social interaction running parallel to and consisting of not only all those aspects inherent in real life situations, but additionally, an ample supply of illusionary simulations limited solely by one's imagination. In this sense, the terms and conditions for learning opportunities are potentially infinite. This paper proposes applying role-play in SL virtual learning environments in the particular framework of higher level education. It seems reasonable to assume that technology mediated learning enhances student motivation and expectation since the array of versatile activity and personal involvement engages participants holistically under the auspices of the socio-constructive approach.
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