Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching

@article{Warburton2009SecondLI,
  title={Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching},
  author={Steven Warburton},
  journal={Br. J. Educ. Technol.},
  year={2009},
  volume={40},
  pages={414-426}
}
  • S. Warburton
  • Published 1 May 2009
  • Computer Science
  • Br. J. Educ. Technol.
Second Life (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by tracing the history of virtual worlds back to early multi-user online computer gaming environments and describing the current trends in the development of… Expand
Barriers and Enablers to the Use of Virtual Worlds in Higher Education: An Exploration of Educator Perceptions, Attitudes and Experiences
TLDR
The aim of this article is to determine why virtual worlds have not become a mainstream teaching tool, but to ascertain why they have even failed to maintain their popularity. Expand
Second Life: Simplifying and Enhancing the Processes of Teaching and Learning
TLDR
This chapter goes beyond simply advocating Second Life as a teaching tool in the higher education classroom by describing how Second Life can both simplify and enhance the teaching and learning process. Expand
Learning and Teaching in Virtual Worlds: Boundaries, Challenges and Opportunities
TLDR
This chapter uses its own practical experiences of developing learning experiences in SL as a base from which to examine the boundaries, challenges and opportunities that may be confronted in moving into teaching and learning in the virtual world. Expand
Learning in virtual worlds : research and applications /
eleed, Iss. 12 - Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidenceExpand
Features of Second Life virtual environment and evaluation within the scope of art education
Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtualExpand
Designing for Learning Using Virtual Worlds
TLDR
Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Expand
Branching out through VirtualPREX: Enhancing teaching in second life
Virtual worlds have been incorporated into the repertoire of higher education teaching and learning strategies for more than a decade and there are numerous reports of the efficacy of this form ofExpand
Summative Assessment in Second Life: A Case Study
TLDR
A case study which used Second Life for summative assessment with a group of 5 students on MSc Applications of Bioinformatics programme and found that Second Life offers opportunities for students to enhance their skills in several areas which include scripting, graphics design and 3D object creation. Expand
Situating pedagogies, positions and practices in immersive virtual worlds
Background: The literature on immersive virtual worlds and e-learning to date largely indicates that technology has led the pedagogy. Although rationales for implementing e-learning have includedExpand
Teaching in the Collaborative Virtual Learning Environment of Second Life: Design Considerations For Virtual World Developers
Teaching in the Collaborative Virtual Learning Environment of Second Life: Design Considerations for Virtual World Developers. (December 2011) Daniel Lee Pogue, B.S., Texas A&M University Chair ofExpand
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 45 REFERENCES
From Multi-User Virtual Environment to 3D Virtual Learning Environment
TLDR
In this paper the development of Sloodle is focused on – a system which integrates the popular 3D virtual world of Second Life with the open-source VLE Moodle, and the ways in which integrated virtual environments can benefit teaching and learning are studied. Expand
From Cognitive Capability to Social Reform? Shifting Perceptions of Learning in Immersive Virtual Worlds.
TLDR
It is suggested that there needs to be a reconsideration of what ‘learning’ means in immersive virtual worlds, and that the socio-political impact of virtual world learning on higher education remains under-researched. Expand
E-Learning in the 21st Century: A Framework for Research and Practice
From the Publisher: There is a technological revolution taking place in higher education. The growth of 'e-learning' is being described as explosive, unprecedented and disruptive. E-Learning in theExpand
Possible Worlds: The Social Dynamic of Virtual Reality Technology
From the Publisher: Virtual reality has rapidly become one of the most exciting new computer technologies - exercising a strong hold on the popular imagination, attracting hundreds of researchers,Expand
3D Design and Collaboration in Massively Multi-User Virtual Environments (MUVEs)
The following case describes a set of outcomes from the OpenHabitat1 project, a study exploring the experiences of Art and Design students and tutors engaged in collaborative learning and teachingExpand
A Typology of Virtual Worlds: Historical Overview and Future Directions
Virtual worlds constitute a growing space for collaborative play, learning, work, and e-commerce. To promote study of this emerging realm of activity, we suggest a typology adapted from C. Porter’sExpand
Depth of Presence in Virtual Environments
TLDR
The idea of stacking depth, that is, where a participant can simulate the process of entering the virtual environment while already in such an environment, which can be repeated to several levels of depth, is introduced. Expand
The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments
TLDR
Data from avatars were collected to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Expand
I, Avatar: The Culture and Consequences of Having a Second Life
Avatars are now a common part of the online experience, from thumbnail images used in instant messages to full-blown animated 3D characters with histories and property. The number of avatar users isExpand
A Typology of Virtual Communities: A Multi-Disciplinary Foundation for Future Research
  • C. E. Porter
  • Sociology, Computer Science
  • J. Comput. Mediat. Commun.
  • 2004
TLDR
The central objective of developing this typology was to develop a classification system that would be useful to researchers from various disciplinary perspectives such that the classification system might be used as a foundation for theory construction. Expand
...
1
2
3
4
5
...