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Jewitt, Katharine
(2022).
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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About
- Item ORO ID
- 84237
- Item Type
- Book Section
- ISBN
- 0-9957862-7-5, 978-0-9957862-7-1
- Keywords
- role-playing; second life; virtual reality; higher education
- Academic Unit or School
-
Faculty of Business and Law (FBL) > Business > Department for Public Leadership and Social Enterprise
Faculty of Business and Law (FBL) > Business
Faculty of Business and Law (FBL) - Copyright Holders
- © 2022 Active Learning Network
- Related URLs
- Depositing User
- Katharine Jewitt