Role-playing in Second Life

Jewitt, Katharine (2022). Role-playing in Second Life. In: Betts, Tab and Oprandi, Paolo eds. 100 Ideas for Active Learning. Sussex: University of Sussex Library, pp. 635–642.

DOI: https://doi.org/10.20919/OPXR1032/78

Abstract

Virtual worlds provide collaborative spaces for learners to meet without real life limitations. They lend themselves well as a place to role-play, because learners can engage anonymously through the adoption of an avatar (their virtual presence) and learn from their peers through observation and discussion (Ghanbarzadeh & Ghapanchi, 2016). Learners are best taught through actively doing, role-playing and reflecting (Jamaludin et al., 2009). Entering the virtual world, learners can adopt a role to practice their skills via role-play activities, before transferring their skills to real life. Virtual worlds have limitless possibilities in education (Jewitt, 2018).

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