Preparing a case for the effectiveness of 3D virtual worlds in electronic learning: giving education a second life| Macquarie University ResearchOnline (original) (raw)

E-Learning Quality through Second Life

2013

The systematic utilization and dissemination of e-learning, in juxtaposition with the expansion needs for collaborative knowledge, has led to a new generation system, Virtual Worlds (VWs). The quintessence and assistance of VWs allows adult users to immerse themselves in a common 3D multimedia environment, emphasizing co-creation and co-construction of their "knowledge field." The corollary of interactivity and social form of modeling, allows the design of e-learning activities in accordance with contemporary pedagogical approaches. This chapter focuses both on how using the most advanced 3D Web-emulator of the real world, Second Life (SL), will increase users' learning ability and vehemently consecrate the common multiuser environment as an incubator of knowledge and action. The methodology is to evaluate SL with the assistance of 70 trainee users, according to four different parameters that postulate the learning progression in a virtual system. The main contribution of this research will be to highlight the suitability of SL for organizing and conducting collaborative scenarios in higher education.

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

British Journal of Educational Technology, 2009

is an e-learning manager at King's College London and a fellow of the Centre for Distance Education at the University of London, where he chairs the research strategy group. He moved from his initial research background in the area of neuroscience to one that now encompasses a range of research projects in technology-enhanced learning. His fields of expertise include: the impact of digital identities on lifelong learning; the use of social software in distance education; pattern languages for Web2.0; design for learning with multi-user virtual environments; feedback loops in formative e-assessment; and support for communities of practice in user innovation and emerging technologies. His interests are varied but focus largely on the meaning of identity in online learning, the potential impact of virtual worlds on education, social presence and social networks, and the changing nature of change.

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

Journal of Educational Computing Research, 2010

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.

Learning and Teaching in Second Life

Outlooks and Opportunities in Blended and Distance Learning, 2013

Formal off-campus flexible learning has been a feature of higher education since the 19th century. The introduction of various educational technologies over the years has provided additional opportunities for learners to undertake courses offered anytime and in any location, providing greater flexibility for the development of cost-effective learner-centred curricula. With the emergence of 3D virtual worlds such as Second Life in 2003, educators are quick to realise the potential of such immersive environments to extend the flexible learner-centred approaches that have been a feature of off-campus learning over the decades. However, the benefits of technology-enhanced learning can be contradictory and incompatible and can both widen and reduce access to education. Despite the proliferation of articles attesting to the benefits of teaching in virtual worlds such as Second Life, until relatively recently, there has been a lack of empirical evidence reporting on the learning outcomes for students participating in these virtual learning sessions. Good pedagogical practices must be taken into consideration when educating in a

Advancing Learning through Virtual Worlds

Higher education institutions and corporations are increasingly exploring new pedagogical methods to align with learning styles of incoming students and employees, who are amazingly adept at using web 2.0 applications. This chapter explores the use of virtual worlds, in particular that of Second Life, in educational activities by organizations such as higher education institutions or corporations. We begin by introducing virtual worlds with a particular focus on Second Life. We then provide an overview of the benefits of this environment for learning activities before presenting a set of potential learning activities that can be conducted within Second Life. We then discuss an in-depth example of 3D teaming - one learning activity within Second Life conducted by the authors. After a discussion of implementation challenges, we then present areas for future research.

Extending the classroom through Second Life

… Education, 2009

Second Life is a three-dimensional (3D) electronic environment where members can socialize, hold virtual meetings, or conduct economic transactions. Utilizing virtual environments like Second Life is believed to provide educators with a new medium for teaching and information dissemination that bypasses the normal boundaries associated with traditional online and face-to-face interactions. This unique platform not only provides educators with traditional online teaching conventions but also allows for simulated social interactions, which are essential to student-teacher relations in the classroom. This paper presents a series of field trials and focuses on one recent case study of the integration of Second Life into an introductory computer course. The benefits, lessons learned and effective practices of integrating the technology are provided. The case study findings are supplemented with results from student surveys. The study found that the integration of Second Life activities improved students' learning experience. Furthermore, students participated in the Second Life activities in the case study showed higher learning motivation and better performance. Limitations of this study and future research directions are also provided.

Teaching in virtual worlds: educational experiences in Second Life

2009

The paper describes the results of a survey carried out to identify the Italian universities which are part of Second Life and to analyse the academic services they are able to offer in this virtual environment. The objective of the research is to study the ways of enjoying this environment and to understand how these universities exploit the "immersive" qualities and typical potentialities of virtual reality (Jacobson, 1994). Here is the list of Italian universities so far examined:

EXPERIENCING EDUCATION WITH 3D VIRTUAL WORLDS

ABSTRACT In this paper we discuss the potentialities of 3D virtual worlds in education. We argue that assignments in virtual worlds and a constructivist approach go hand in hand. We identify the aspects of virtual worlds (such as ActiveWorlds and SecondLife) that make them useful for education and research, as well as aspects that do not. We found that intertwining real life instructional courses with virtual constructivist courses was very promising in terms of the learning experience.