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.
Conference Information

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
Vienna, Austria
June 30, 2008
ISBN 1-880094-65-7
Joseph Luca & Edgar R. Weippl
AACE
More Information on EDMEDIA
Table of Contents
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Abstract
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.
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