Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (Computer Supported Cooperative Work)
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Coming of Age in Second Life: An Anthropologist Explores the Virtually Human
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
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Second Life is a virtual world where many universities have established an educational presence. Hoping to serve as a useful example for others that are considering the creation of a virtual campus, this article follows how the Second Life campus of James Madison University was created in 2008. It details the nontraditional ways that it was used by faculty and students for museum studies, student projects, and in-world conferencing. It also reviews the major reasons why the project failed in April 2012 after four years of successful use, concluding with thoughts on best practices for Second Life university campuses.