What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Don't Bother Me Mom--I'm Learning!
Don't Bother Me Mom--I'm Learning!
Virtual reality for collaborative e-learning
Computers & Education
E-Junior: a serious virtual world for natural science and ecology learning
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Fostering collaborative learning in Second Life: Metaphors and affordances
Computers & Education
Multilingual discussion in metaverse among students from the USA, Korea and Japan
KES'10 Proceedings of the 14th international conference on Knowledge-based and intelligent information and engineering systems: Part IV
Using freeware to construct a game-based learning system
ICCCI'10 Proceedings of the Second international conference on Computational collective intelligence: technologies and applications - Volume Part II
A story on internet safety: experiences from developing a VR gaming environment
ICWL'10 Proceedings of the 2010 international conference on New horizons in web-based learning
New technology trends in education: Seven years of forecasts and convergence
Computers & Education
Homo Virtualis: Virtual Worlds, Learning, and an Ecology of Embodied Interaction
International Journal of Virtual and Personal Learning Environments
International Journal of Virtual and Personal Learning Environments
Synchronous learning best practices: An action research study
Computers & Education
International Journal of Online Pedagogy and Course Design
Social media as online mentoring tools for STEM students with and without disabilities
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: applications and services for quality of life - Volume Part III
Virtual congresses for pharmaceutical learning
Proceedings of the First International Conference on Technological Ecosystem for Enhancing Multiculturality
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While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video.