Extending the Classroom through Second Life.

作者: James Braman , Yuanquiong Wang

DOI:

关键词: Mathematics educationBlended learningThe InternetInstructional designService-learningSociologyDistance educationInstructional simulationLearning environmentPedagogyEducational technology

摘要: 1. INTRODUCTION Over the past few years, Multi-User Virtual Environments (MUVEs), which provide graphical spaces for social interaction, have attracted interest of a number researchers, especially those interested in learning. Second Life (Linden Lab, 2008) is one example MUVE, has gained lot exposure recently. According to an estimation published by Gartner Group (2007), 80 percent active Internet users will virtual presence form "avatar" at least world end 2011. Following same trend, academics using some MUVE as platform learning grown rapid pace due success (Livingstone and Kemp, 2006, 2007). For example, University California (UC), Irvine started experimental distance initiative purpose supporting courses so that they can use it computer design projects; under supervision Service Learning Projects with San Jose State University's Master Library Information Science (SJSU MLIS) program, hybrid course offered UC Davis, Harvard Berkman Center built version Austin Hall holds meetings there (Lester, 2006). As educators move their teaching platforms adapt pedagogy towards technology culture information age, we observe shift educational strategies. Today's students are more familiar comfortable tool. Online been around many years; now however seeing growing increased usage education within 3D settings. Hundreds universities institutions reportedly owned/rented land hold classes or sessions Research, 2009), coupled myriad related projects initiatives (e.g., The Schome Community, 2007; Roussou, Oliver Slater, 2006), believe need exists further study effectiveness such medium environment. From author's preliminary investigation, following research questions be addressed: RQ1: What advantages disadvantages/ problems involving classrooms? RQ2: How adopt effectively? RQ3: effective activities environment like Life? In initial effort explore potential answer above questions, series field trials were carried out classroom setting. This paper reports studies conducted. It organized follows: next section, brief introduction presented. Attempts purposes literature, methodology utilized, discussed sections three five our main section six. findings these summarized future directions end. 2. WHAT IS SECOND LIFE? (SL) based three-dimensional world, created Francisco company Linden Labs. Originally released 2003, seen large influx over last totaling 16 million registered accounts 2008). Other similar environments do exist, Twinity (Metaversum GmbH, Active Worlds (ActiveWorlds, 2009) There (Mekena Technologies, 2009). While other remain competitors, still strong user base attraction new users, attributing its popularity amount varying in-world (Wagner, …

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