Immersive Learning and Role Plays in Second Life
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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
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Table of Contents
This presentation will consider the common aspects of immersive experiences in learning, what kind of experiences are available in "Second Life" a popular three-dimensional virtual world (http://www.secondlife.com) and the issues involved in using Second Life for immersive learning and role-play in academic settings. Finally, we will offer an overview of the issues involved in creating role-plays in Second Life to enable teachers to have a ready toolkit for creating their own.
Jeffery, A. & Collins, M. (2008). Immersive Learning and Role Plays in Second Life. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 2628-2632). Chesapeake, VA: AACE. Retrieved December 12, 2013 from http://www.editlib.org/p/27616.
- Multimedia Technology for Social Skills
- Educational Research and Evaluation Data Collection Procedures in Second Life
- Embarking on an Educational Journey in Second Life
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Playing to Learn: Guidelines for Designing Educational Games
- Virtual Classroom and Training in Second Life
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- The Potential Of New Generation Games Consoles To Support Disabled Students In Education
- Second Life for Education
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