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.



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).

Viewing alternatives

Download history


Public Attention

Altmetrics from Altmetric

Number of Citations

Citations from Dimensions

Item Actions