A growing number of higher education institutions, consortiums and libraries are establishing presences in the virtual world of Second Life. Millions of adults currently engage in both formal and informal learning experiences in SL and the numbers are growing. This paper provides an overview of this phenomenon
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
The multi-user virtual world Second Life is an online software platform that allows users to jointly...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
Four themes in the literature on virtual worlds are identified and discussed: situated learning in ...
Second Life (SL) is a 3-D virtual online environment that was first released in 2003 by Linden Lab. ...
DE Oracle @ UMUC An Online Learning Magazine for UMUC Faculty Center for Support of Instruction Usin...
Three-dimensional virtual worlds such as Second Life continue to expand the way they provide informa...
Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual world...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
This research investigated the “learning ecology” of the virtual world, Second Life. Study goals wer...
The multi-user virtual world Second Life is an online software platform that allows users to jointly...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
Four themes in the literature on virtual worlds are identified and discussed: situated learning in ...
Second Life (SL) is a 3-D virtual online environment that was first released in 2003 by Linden Lab. ...
DE Oracle @ UMUC An Online Learning Magazine for UMUC Faculty Center for Support of Instruction Usin...
Three-dimensional virtual worlds such as Second Life continue to expand the way they provide informa...
Second Life is an online virtual world that is three dimensional and uses rich graphics to allow the...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual world...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an on-line three dimensional virtual world which offers a dynamic educational technol...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...