Despite increasing educational use of immersive virtual environments for seminars, lectures and teaching related events, there is an absence of ceremonial events such as graduation. Graduation is not simply an ‘event’ but a cultural practice, a ritual, marking alife-transition point and public recognition of achievement. This case study reports a recent innovation in the delivery of educational services in which university students take part in an official graduation using the virtual world technology, Second Life (http://www.secondlife.com). This case study has previously been reported in Keeling et al., 2009
When Second Life first came to the attention of the mainstream media in 2007, educators recognised t...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Three-dimensional (3D) virtual world Second Life was launched in 2003 and has since become one of th...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband co...
Abstract Interest in the instructional application of virtual worlds, such as Second Life, has grown...
Learning experiences within Multi User Virtual Environments (MUVE’s) focus on discovery and active e...
Immersive teaching technologies can provide an interactive and engaging environment within which stu...
The ‘Inter-Life’ project has successfully established 3-dimensional virtual world islands to support...
Online social networks and computer based games continue to attract new users in their millions arou...
Second Life is an online, 3D virtual world where each user is represented by an avatar. This pilot s...
Second Life is an Internet-based virtual environment. It is a parallel world that can accommodate th...
When Second Life first came to the attention of the mainstream media in 2007, educators recognised t...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
This exploratory research investigates the virtual world industry, explanations for its growth and e...
com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represe...
Three-dimensional (3D) virtual world Second Life was launched in 2003 and has since become one of th...
With technology being advanced and many new teaching methods being implemented, considering virtual ...
Immersive virtual worlds like Second Life offer many instructional affordances for enhancing learner...
3D virtual worlds are becoming widespread due to cheaper powerful computers, high-speed broadband co...
Abstract Interest in the instructional application of virtual worlds, such as Second Life, has grown...
Learning experiences within Multi User Virtual Environments (MUVE’s) focus on discovery and active e...
Immersive teaching technologies can provide an interactive and engaging environment within which stu...
The ‘Inter-Life’ project has successfully established 3-dimensional virtual world islands to support...
Online social networks and computer based games continue to attract new users in their millions arou...
Second Life is an online, 3D virtual world where each user is represented by an avatar. This pilot s...
Second Life is an Internet-based virtual environment. It is a parallel world that can accommodate th...
When Second Life first came to the attention of the mainstream media in 2007, educators recognised t...
Virtual worlds create a new opportunity to enrich the educational experience through media-rich imme...
This exploratory research investigates the virtual world industry, explanations for its growth and e...