Uses of Second Life in Higher Education: Three Successful Cases
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Wongtangswad, J. (2008). Uses of Second Life in Higher Education: Three Successful Cases. In C. Bonk et al. (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (pp. 1389-1391). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29825.
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
Second Life is a 3-dimensional world built by Linden Labs intended on revolutionizing distance correspondence, learning, and interactivity online. Both educators and corporations alike recently have been establishing a presence in order to attract new students, facilitate distance education, or maintain relationships across oceans, time, and language barriers. This paper seeks to evaluate how educators in particular are using Second Life, and observes the successes and shortcomings they have experienced through their explorations in the Second Life “metaverse.”
- A University Curriculum for a Second Life Course
- A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
- Immersive Learning and Role Plays in Second Life
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Becoming a Virtual Instructor: How Can Higher Education Faculty Prepare for Second Life?
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Experiences from the use of streaming video to support the students’ learning.
- How to teach in Second Life?
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- E-learning and ADDIE Model
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