Higher Education in Virtual Worlds: Teaching and Learning in Second Life
The use of virtual world platforms is still in its infancy and many educators are wondering how best to use such platforms as a complement to their teaching and facilitation strategies. Targeted at educators and researchers wishing to use virtual environments in their teaching practice "Higher Education in Second Life" provides practical advice specifically for educators in higher education. This book focuses on the use of Second Life - a free, readily-accessible virtual world which is increasingly being used for both formal and informal learning. "Second Life" provides a platform where people can meet and collaborate, teach and learn, play roles and live through experiences. For the experienced this publication provides case studies and ideas for implementing effective learning experiences, for the novice it offers suggestions for overcoming potential barriers and joining the community of 'new frontier educators'. It has a broad appeal to educators from a wide range of disciplines, from the academic community, to training and development managers, and companies with corporate universities looking to reduce their costs through the use of technology and distance learning.
What people are saying - Write a review
We haven't found any reviews in the usual places.
Chapter 3 Inclusion Benefits and Barriers of OnceRemoved Participation
Chapter 4 Opportunities and Challenges for Business Education in Second Life
Chapter 5 Virtual Worlds and Business Schools The Case of INSEAD
Chapter 6 Online Instructor Immediacy and InstructorStudent Relationships in Second Life
Chapter 7 CrossWorld Branding One World is Not Enough
Chapter 8 Literary Analysis as Serious Play in Second Life
Chapter 9 Second Life a Context for Design Learning
RolePlay in Second Life
How the Virtual World Can Facilitate Learning for Staff and Students
Chapter 12 Aging Lifelong Learning and the Virtual World of Second Life
Other editions - View all
3D virtual worlds Accessed July activities approach avatars beneﬁts brand management branding strategy business schools campus challenges chat classroom cognitive collaborative design computer-mediated communication course create creative difﬁcult discussion E-learning effective engagement enhance evaluation example experience explore face-to-face feedback ﬁeld ﬁnal ﬁnd ﬁndings ﬁrst focus group Gothic literature Higher Education Holyrood Park identiﬁed immediacy behaviors in-world inﬂuence INSEAD institutions interaction Internet interpersonal island issues Journal knowledge learners learning environments Likert scale Linden Dollars Linden Lab Maastricht University marketing networks ofﬁce older adults one’s opportunities participants pedagogical perceived nonverbal immediacy performance appraisal platform play potential practice present real world real-life reﬂection role role-play scenarios Second Life project sessions signiﬁcant simulation skills social speciﬁc teaching and learning technical tool tutors University University of Edinburgh users virtual campus virtual environments workshop