Immersive Learning and Role Plays in Second Life
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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 from http://www.editlib.org/p/27616.
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
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.
- 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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