Reusable Learning Designs and Second Life: Issues and Strategies
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Farley, H. (2009). Reusable Learning Designs and Second Life: Issues and Strategies. In G. Siemens & C. Fulford (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2009 (pp. 4047-4052). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/32065.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2009
Honolulu, HI, USA
June 22, 2009
George Siemens & Catherine Fulford
More Information on EDMEDIA
Table of Contents
Higher education institutions have been quick to spot the possibilities for innovative teaching and learning in Second Life. Given the escalating demands on educators’ time and the increasing scrutiny given to the quality of education, it is prudent to consider the possibilities afforded by reusability of key components of educational designs. This paper will briefly identify the issues that need to be considered when looking at reusability of learning designs in Second Life.
- Reframing Assessment: Using social software to collect and organise learning
- How to integrate games or game elements in educational multimedia: a typology of educational game use
- Digital Portfolios and Online Voting Systems : Best Practices in Assessment for Learning and the Promotion of Self-Monitoring Skills
- New Directions in Science Communication: A Virtual Research & Experience Landscape
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Usage Analysis in Learning Systems
- Immersive Virtual Worlds in Educational Practice: Introducing Educators to Second Life
- Second Language Students' Experiences of Second Life: From Text Chat to 3D Play
- Learning Objects in Context
- Summative eAssessments: Piloting acceptability, practicality and effectiveness
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