You are here:

Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life
ARTICLE

, , , ,

Journal of Educational Computing Research Volume 43, Number 4, ISSN 0735-6331

Abstract

Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has systematically investigated the potential of using SL for higher education. A 2-year pilot study was conducted that included seven SL activities and a mixed-methods evaluation of the SL's affordances, challenges, and limitations. Three SL integration factors emerged, each with sub-factors: pedagogical (relevance, complexity of required SL skills, use of SL affordances); contextual (student prior gaming experience, activity duration, frequency of events); and logistical (SL usability, training, technical support, computer issues). A framework for creating SL instructional activities is presented using the factors. (Contains 5 tables and 19 figures.)

Citation

Mayrath, M.C., Traphagan, T., Jarmon, L., Trivedi, A. & Resta, P. (2010). Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life. Journal of Educational Computing Research, 43(4), 403-444. Retrieved August 10, 2024 from .

This record was imported from ERIC on April 19, 2013. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.

Keywords