Using the Virtual World of Second Life to Create Educational Games for Real World Middle School Science Classrooms (original) (raw)

2008

Abstract

Educational video games are an effective medium for teaching in modern middle school classrooms. The Science and Technology Enrichment for Appalachian Middle-schoolers (STEAM) project at Ohio University has developed multiple computer games in Second Life to provide a more enjoyable learning experience. This paper is a report on development issues, effectiveness, and future suggestions for using Second Life in the

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