Paper Pre-service students using Teen Second Life in secondary classrooms: A work in progress.
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Campbell, C. & Boulay, R. (2009). Paper Pre-service students using Teen Second Life in secondary classrooms: A work in progress. In I. Gibson et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2009 (pp. 2468-2472). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/31003.
Society for Information Technology & Teacher Education International Conference (SITE) 2009
Charleston, SC, USA
March 2, 2009
Ian Gibson, Roberta Weber, Karen McFerrin, Roger Carlsen & Dee Anna Willis
More Information on SITE
Table of Contents
Second Life is an online, 3D virtual world where each user is represented by an avatar. This pilot study aims to investigate pre-service teachers using Teen Second Life as an example of a virtual world and a new technological tool in secondary classrooms. This study aims to give computing method Diploma of Education (post baccalaureate) students experience in Second Life as well as enable them to develop educational activities both in class and independently. The Diploma of Education computing method students will be introduced to Second Life as part of their class activities where the students will create activities to use in Teen Second Life and will then teach these activities to secondary students while on teaching rounds. The study will use a qualitative methodology within a case study framework and will have approximately 20 Diploma of Education students participating in this study. This work in progress paper describes this groundbreaking research as well as the current literature in this new field.
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Instructional Design Considerations for Science E-Learning
- How to teach in Second Life?
- Toward a Taxonomy of Distributed Learning Delivery Modes
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- A University Curriculum for a Second Life Course
- The International Handbook Summit Call to Action for Learning with Technology in the 21st Century
- Usable But Not Entertaining e-Learning Material
- SITE's Digital Fabrication Initative
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