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Using the Virtual World of Second Life to Create Educational Games for Real World Middle School Science Classrooms
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, , , , , Ohio University, United States

EdMedia + Innovate Learning, in Honolulu, HI, USA ISBN 978-1-880094-73-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Educational video games are an effective medium for teaching in modern middle school classrooms. The Science and Technology Enrichment for Appalachian Middle-schoolers (STEAM) project at Ohio University has developed multiple computer games in Second Life to provide a more enjoyable learning experience. This paper is a report on development issues, effectiveness, and future suggestions for using Second Life in the classroom. Three games are discussed in detail to address development time issues, game components, costs and general game development in Second Life. After introducing these games, an analysis is given on the impact these educational games had on 7th and 8th grade middle school students. Next, a section is provided which contains suggestions for continued implementation of Second Life educational games in middle school classrooms. Finally, a conclusion section is devoted to discussing the effective use of Second Life educational games in modern classrooms.

Citation

Cooper, T., Carroll, S., Liu, C., Chelberg, D. & Franklin, T. (2009). Using the Virtual World of Second Life to Create Educational Games for Real World Middle School Science Classrooms. In G. Siemens & C. Fulford (Eds.), Proceedings of ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2124-2133). Honolulu, HI, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 19, 2019 from .

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