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Journal of Virtual Worlds Research

Mar 06, 2009 Volume 2, Number 1

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Table of Contents

Number of articles: 23

  1. Canadian Border Simulation at Loyalist College

    Ken Hudson & Kathryn deGast-Kennedy, Loyalist College

    The aim of this paper is to describe the process and results of a Canadian border simulation run in Second Life for students at Loyalist College. Recent security restrictions at the Canadian border... More

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  2. The Six Learnings of Second Life: a Framework for Designing Curricular Interventions In-world

    Kenneth Lim, Nanyang Technological University

    Editor’s CornerThe six learnings of Second Life:A framework for designing curricular interventions in-worldBy Kenneth Y T Lim, Nanyang Technological University, SingaporeIn this paper, a framework ... More

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  3. Second Life and Classical Music Education: Developing Iconography That Encourages Human Interaction

    David Schwartz, CEO, Music Academy Online, Inc.

    Since January 2007, Music Academy Online , a web-based business dedicated to generating interest in classical music, has been developing a ‘Disney World for Classical Music’ in the virtual world of... More

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  4. Virtual Worlds as Educational Experience: Living and Learning in Interesting Times

    Carpenter, Texas A&M University

    Editors’ CornerVirtual Worlds as educational experience:Living and learning in interesting timesBy B. Stephen Carpenter, Texas A&M University More

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  5. Between snapshots and avatars: using visual methodologies for fieldwork in Second Life

    Paula Roush, London South Bank University; Ming Nie & Matthew Wheeler, University of Leicester

    For a Digital Photography degree Second Life presents a unique teaching and learning environment. It is one of the most photographed 3-D Immersive Virtual Worlds with snapshots (digital images) of ... More

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  6. An integrated framework for simulation-based training on video and in a virtual world

    David Chodos, Eleni Stroulia & Parisa Naeimi, University of Alberta

    Becoming a skilled professional requires both the acquisition of theoretical knowledge and the practice of skills relevant to one’s profession. When learning by doing, students consolidate their... More

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  7. Using Second Life to Teach Operations Management

    Peggy Lee, Pennsylvania State University

    This paper describes the use of Second Life to enhance the author’s delivery of the core MBA Operations Management course at a major northeastern university. The purpose of the Second Life Project ... More

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  8. Questions and Answers in a Virtual World : Educators and Librarians as Information Providers in Second Life

    Lorri Mon, Florida State University

    The education community in Second Life has grown rapidly since the launch of the virtual world by Linden Labs in 2003, with an influx of universities, colleges, and libraries seeking land on the... More

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  9. A Pedagogical Model for Virtual World Residents: A Case Study of the Virtual Ability Second Life Island

    Marjorie Zielke & Thomas Roome, UT Dallas; Alice Krueger, Virtual Ability, Inc

    Many benefits are available to people with disabilities who wish to participate in a virtual world. These include self-efficacy and the ability to share in virtual world community support. Further,... More

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  10. Learning in a different life: Pre-service education students using an online virtual world.

    Chris Campbell, La Trobe University, University of Notre Dame Australia

    Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the user to be engaged in this environment. There has been a significant increase in people using... More

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  11. Visualizing Atomic Orbitals Using Second Life

    Andrew Lang & David Kobilnyk, Oral Roberts University

    We demonstrate the usefulness of Second LifeTM as a platform for enlivening major concepts in chemistry education. These concepts include absorption spectra, selection rules, quantum numbers, and... More

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  12. Use of a virtual world system in sports coach education for reproducing team handball movements

    Antonio Lopes, CIDESD – Centro de Investigação em Desporto, Saúde e Desenvolvimento Humano; Bruno Pires & Marcio Cardoso, UTAD – Universidade de Trás-os-Montes e Alto Douro; Arnaldo Santos & Filipe Peixinho, PT Inovao; Pedro Sequeira, Instituto Politcnico de Santarm; Leonel Morgado & Hugo Paredes, UTAD - Universidade de Trs-os-Montes e Alto Douro; Oleguer Foguet, Universidad de Lleida,

    The continuous need for education and the significant changes in European policies and regulations overseeing sports coaching and training require the adjustment of teaching models and methods to... More

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  13. An Ecology of Embodied Interaction: Pedagogy and homo virtualis

    Leslie Jarmon, University of Texas at Austin

    Editors’ CornerAn Ecology of Embodied Interaction: Pedagogy and homo virtualisBy Leslie Jarmon, University of Texas at Austin More

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  14. Using Second Life for Problem Based Learning in computer science programming

    Micaela Esteves, Polytechnic Institute of Leiria; Benjamim Fonseca, Leonel Morgado & Paulo Martins, University of Trs-os-Montes e Alto Douro

    A large number of students fail when beginning the study of computer programming, and withdraw from courses because of the many difficulties they face while trying to grasp the basic concepts.... More

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  15. Virtual Education: Teaching Media Studies in Second Life

    David Herold, Hong Kong Polytechnic University

    Following the adoption of the virtual world Second Life by tertiary educational institutions worldwide, a limited study was conducted at the Hong Kong Polytechnic University to test the feasibility... More

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  16. Can We Move Beyond Visual Metaphors? Virtual World Provocations and Second Life

    Pamela Taylor, Virginia Commonwealth University

    Is it possible for the human beings, who are the driving forces behind virtual worlds and the avatars that inhabit them, to move beyond Real Life metaphors? What does this sort of questioning mean ... More

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  17. Beyond the Game: Quest Atlantis as an Online Learning Experience for Gifted Elementary Students

    Jackie Gerstein, Kaplan University, Argosy University

    Quest Atlantis (QA) is a learning and teaching project that uses a 3D virtual environment to immerse children, ages 8-15, in educational tasks. It allows users to travel to virtual places to... More

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  18. Leveraging Game-Playing Skills, Expectations and Behaviors of Digital Natives to Improve Visual Analytic Tools

    Theresa O'Connell, National Institute of Standards and Technology; John Grantham, Systems Plus; Kevin Workman, Millersville University; Wyatt Wong, Forterra Systems, Inc.

    We report gaming research aimed at improving innovative visual analytic (VA) tools. Digital natives are entering the information analysis workplace. There are similarities between innovative visual... More

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  19. Second Life Physics : Virtual, Real or Surreal?

    Renato dos Santos

    Science teaching detached itself from Reality and became restricted to the classrooms and textbooks with their abundance of standardized and repetitive exercises, while students keep their own... More

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  20. Games, Learning, and 21st Century Survival Skills

    James Gee

    Digital games hold out great potential for human development. There is no reason to think about games simply as “fun\u201d. At the same time, there is no reason to equate learning with being ... More

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