Exploring Student Engagement Through Virtual Worlds: Seton Hall University’s Second Life Projects
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Balkun, M. (2008). Exploring Student Engagement Through Virtual Worlds: Seton Hall University’s Second Life Projects. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (p. 5839). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29192.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
June 30, 2008
Joseph Luca & Edgar R. Weippl
More Information on EDMEDIA
Table of Contents
This presentation will focus on the use of the on-line virtual environment, Second Life, to enhance student engagement. Instructors have been exploring collaboration and the use of student-generated projects to improve learning. In an Industrial/Organizational Psychology class students were challenged to create virtual teams in Second Life. In an American literature class, students had the opportunity to create a collaborative learning environment, specifically “The House of the Seven Gables.” Interdisciplinary groups of business and law students worked in small teams to develop business plans for Second Life enterprises. Finally, a class in Public Health Care Administration participated in a health crisis scenario. Second Life provides a unique venue for both face-to-face and distance learning, but its potential for educational applications is still being explored. This presentation will detail some of the challenges and rewards of working in this environment.
- Design and Integration of an Automated Assessment Laboratory: Experiences and Guide
- 3D Spaces in Software Engineering: From K-12 to Life Long Learning
- Immersive Learning and Role Plays in Second Life
- Campus Hamburg and Students@Work present Immersive E-Learning in Second Life
- Mentoring Faculty Through Changing Roles as They Transition into Second Life
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Using Second Life to Facilitate Distance Learning Discussions: A Pilot Study
- e-CAF: Flexible Marking Schemes for Electronic Coursework Assessment and Feedback
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- A University Curriculum for a Second Life Course
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