This chapter describes the benefits as well as the unanticipated challenges in engaging undergraduatesin immersive experiences within the 3D virtual environment, Second Life. The chapter draws on trialsof three undergraduate courses in which students attended virtual classes and undertook media-relatedactivities in Second Life. International experts conducted synchronous virtual guest presentations inall three courses. Media arts students designed immersive games using Second Life tools and the finalyearstudents created virtual portfolios. The findings from student evaluations suggest both benefits andchallenges in the use of 3D virtual environments in the undergraduate curriculum. In discussing thesefindings, the author challenges assumpti...
Second Life is an online 3D virtual environment that offers interesting potential for use in educati...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
This chapter describes the benefits as well as the unanticipated challenges in engaging undergraduat...
3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband co...
Three-dimensional (3D) virtual world Second Life was launched in 2003 and has since become one of th...
Previous studies show that online virtual worlds can contribute to the social aspects of distance le...
© 2012 McDonald, M., Ryan, T., Sim, J., James, J., Maude, P., Scutter, S., Wood, D. Three-dimensiona...
This paper explores the opportunities for learning offered by immersive virtual worlds. These are of...
Following the adoption of the virtual world Second Life by tertiary educational institutions worldwi...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Continuing advances and reduced costs in computational power, graphics and network bandwidth have le...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an online 3D virtual environment that offers interesting potential for use in educati...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
This chapter describes the benefits as well as the unanticipated challenges in engaging undergraduat...
3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband co...
Three-dimensional (3D) virtual world Second Life was launched in 2003 and has since become one of th...
Previous studies show that online virtual worlds can contribute to the social aspects of distance le...
© 2012 McDonald, M., Ryan, T., Sim, J., James, J., Maude, P., Scutter, S., Wood, D. Three-dimensiona...
This paper explores the opportunities for learning offered by immersive virtual worlds. These are of...
Following the adoption of the virtual world Second Life by tertiary educational institutions worldwi...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Continuing advances and reduced costs in computational power, graphics and network bandwidth have le...
Video games and new communication metaphors are quickly changing today’s young people habits. Consid...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Second Life is an online 3D virtual environment that offers interesting potential for use in educati...
Formal off-campus flexible learning has been a feature of higher education since the 19th century. T...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...