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Reeves, Ahmad John and Minocha, Shailey
(2011).
DOI: https://doi.org/10.4018/978-1-60960-517-9.ch003
URL: http://www.igi-global.com/bookstore/chapter.aspx?t...
Abstract
Second Life is a three-dimensional virtual world which is being employed by educational institutions and training organizations to support teaching and learning. However, there is little guidance as to how 3D learning spaces should be designed to correspond to the learning activity and the learning context of the student, such as students’ skills and the nature of the program (e.g. distance education, blended learning). This chapter describes an empirical study involving Second Life educators, designers, and students, and derives guiding principles for the design of learning spaces in 3D virtual worlds. It is hoped that the guidance and examples described in this chapter will support educators and designers in designing 3D learning spaces and activities that foster students’ socialization, informal learning, collaboration, and creativity. Although, the empirical study focused on Second Life, it is hoped that the results will be applicable for 3D virtual worlds in general.
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About
- Item ORO ID
- 21267
- Item Type
- Book Section
- ISBN
- 1-60960-517-9, 978-1-60960-517-9
- Project Funding Details
-
Funded Project Name Project ID Funding Body Not Set Not Set JISC Not Set Not Set COLMSCT - Extra Information
- DOI requires Logon so also provide URL
- Keywords
- 3D virtual worlds; learning spaces; Second Life; realism; non-realism; learning activities; 3D learning spaces; social constructivism
- Academic Unit or School
-
Faculty of Science, Technology, Engineering and Mathematics (STEM) > Computing and Communications
Faculty of Science, Technology, Engineering and Mathematics (STEM) - Research Group
- Centre for Research in Computing (CRC)
- Copyright Holders
- © 2011 IGI Global
- Depositing User
- Shailey Minocha