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.
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
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.
- Immersive Learning and Role Plays in Second Life
- Comparing Role-playing Activities in Second Life and Face-to-Face Environments
- Educational Research and Evaluation Data Collection Procedures in Second Life
- Embarking on an Educational Journey in Second Life
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Multimedia Technology for Social Skills
- Virtual Classroom and Training in Second Life
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Serious Instructional Design: ID for Digital Simulations and Games
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