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Multi-user virtual environments for education and training? A critical review of Second Life

  • Autores: Zane L. Berge
  • Localización: Educational technology: The magazine for managers of change in education, ISSN 0013-1962, Vol. 48, Nº. 3, 2008, págs. 27-31
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • Second Life is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of Second Life often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi­ user virtual environments (MUVEs), if designed properly, especially when the goals involve role playing, simulation, and peer interaction. On the other hand, the author notes, the state-of-the-art of these virtual worlds is such that instructors should use caution, if for no other reason than the steep learning curve for students and teachers alike, in using MUVEs for education and training, when an easier to use alternative delivery system can be effective.

      I get frustrated hearing people talk about how Second Life isn't entertaining, or it's only useful for advertising to "freaks, furries, ageplay perverts and prank-loving adolescents." (Wagner, 2007)


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