A University Curriculum for a Second Life Course
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Semrau, P. & Boyer, B. (2008). A University Curriculum for a Second Life Course. In C. Bonk et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (pp. 179-184). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29601.
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2008
Las Vegas, Nevada, USA
November 17, 2008
Curtis J. Bonk, Mimi Miyoung Lee & Tom Reynolds
More Information on ELEARN
Table of Contents
This paper describes a task-centered curriculum for a Second Life university course taught winter quarter 2008. The students were primarily K-12 teachers pursuing their master’s degrees in instructional technology, math education, or counseling. The hugely successful course took students from being Second Life newbies to builders within ten weeks. The curriculum emphasized scaffolding of learning skills and knowledge, and Harrington’s (2006) nine principles for successful “situated learning environments.”
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Uses of Second Life in Higher Education: Three Successful Cases
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- Becoming a Virtual Instructor: How Can Higher Education Faculty Prepare for Second Life?
- How to teach in Second Life?
- Serious Instructional Design: ID for Digital Simulations and Games
- Immersive Learning and Role Plays in Second Life
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Print versus Image: Privilege and Pedagogy with old/new media in the English classroom
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
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