作者: Shu Z. Schiller , Kendall Goodrich , Pola B. Gupta
DOI: 10.1080/10580530.2013.739891
关键词:
摘要: In this research, the authors introduce Second Life in undergraduate marketing courses to evaluate its impact on learning. Following principles of active learning, they conducted two studies “observing-reflection” and “observing-doing-reflection” which a total 201 students participated. Findings show that who feel is more game-like easy use report greater effectiveness When “doing” incorporated learning activity, enjoyment outcomes improve significantly.