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Game-based Learning Aids in Second Life
ARTICLE

, , , , , Ohio University, United States

Journal of Interactive Learning Research Volume 23, Number 1, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

** Invited as a paper from SITE 2009 **

In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known as STEAM, (Science and Technology Enrichment for Appalachian Middle Schoolers), has examined Second Life as a curriculum aid through the design, creation, and deployment of educational games created for the middle school science classrooms. Three Second Life games are discussed in this paper and examined in their implementation in middle school classrooms. Advantages, disadvantages, and design issues are highlighted.

Citation

Young, W., Franklin, T., Cooper, T., Carroll, S. & Liu, C. (2012). Game-based Learning Aids in Second Life. Journal of Interactive Learning Research, 23(1), 57-80. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved November 21, 2019 from .

Keywords