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Second Life for Learning: From virtual worlds to augmented classrooms, laboratories and field trips
PROCEEDINGS

, Faculty of Land and Food System, University of British Columbia, Canada

EdMedia + Innovate Learning, in Vancouver, Canada ISBN 978-1-880094-62-4 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Virtual Learning spaces offer the best of all worlds by promising an immersive sensory experience, gameplay, social environments and sense of place. Because of the rich offerings, much hope has been pinned to the potential of environments like Second Life. While the entire experience is compelling, identifying and studying the effective features of this environment may permit the transfer of these device to more traditional environments. What types of symbols, representations of people and / or interactions provoke the greatest responses? Are we able to identify and build up on the relationships observed in virtual learning environments? By exploring the most effective spaces, interactions and experiences in Second Life, we hope to identify potential enhancements to improve learning experiences in traditional spaces including classrooms, laboratories, field trips and learning management systems.

Citation

Lomas, C. (2007). Second Life for Learning: From virtual worlds to augmented classrooms, laboratories and field trips. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 606-607). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved June 24, 2019 from .

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