Learning Experience with Virtual Worlds
Journal of Information Systems Education Volume 19, Number 3, ISSN 1055-3096
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10 million users) and economic opportunities (creating millionaires), have attracted considerable news media attention (e.g., "Forbes", "Newsweek", "Wired", "Businessweek"). This article offers a description of the opportunity in general, and of a specific application case that illustrates the value, as well as implementation challenges. (Contains 1 table.)
Wagner, C. (2008). Learning Experience with Virtual Worlds. Journal of Information Systems Education, 19(3), 263-266.
Cited ByView References & Citations Map
Irene Govender, University of KwaZulu-Natal, South Africa; Nkosikhona Dlamini, UKZN, South Africa
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 1523–1529
Teresa Franklin, Sertac Ozercan, Roger Shelor & Chang Liu, Ohio University, United States
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 2112–2120
Ed MacKeen, Grad. Student at CSULA, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 2899–2908
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