Virtual worlds, computer-based simulated environment in which users interact via avatars, have become popular as gaming and social sites. And yet, virtual worlds are not games, but can be targeted to various objectives. One such world, Second Life (SL), is frequently used as platform for revenue generation (e.g., Anshe Chung becoming the first SL millionaire through land sales), information and knowledge sharing (e.g., Samsung show room providing product information), and learning (e.g., Ohio University’s Campus). This article describes a pilot project that leveraged these three uses, engaging business school students to develop their entrepreneurial knowledge by running a real business in SL’s virtual environment. An action learning proces...
Pedagogy in virtual worlds is a new phenomenon that is evolving into something very different from t...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the comple...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide a...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
Virtual worlds such as Second Life provide new possibilities for computer-mediated communication,coo...
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions o...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
Pedagogy in virtual worlds is a new phenomenon that is evolving into something very different from t...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the comple...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
Virtual worlds, computer-based simulated environments in which users interact via avatars, provide a...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform f...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
Virtual worlds such as Second Life provide new possibilities for computer-mediated communication,coo...
Virtual worlds (VWs) are rampant and easily accessible to common internet users nowadays. Millions o...
Second Life is a three-dimensional multi-user virtual environment with a vibrant economy, where avat...
Virtual worlds are becoming increasingly sophisticated, showing potentials as the platform for a var...
The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 a...
There is much interesting work being done around virtual worlds in education (Bulmer, 2008; Dede, 20...
Pedagogy in virtual worlds is a new phenomenon that is evolving into something very different from t...
Second Life is the most popular 3-D virtual world in use worldwide. The authors describe the comple...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...