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Virtual Reality in Education. Scott Baine. What is virtual reality?. computer -generated environment gives a sense of being there compels user interaction e ach user interacts using an avatar. What is Second Life?. most popular VR in e ducation sector d eveloped by Linden Lab

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Virtual Reality in Education


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    1. Virtual Reality in Education Scott Baine

    2. What is virtual reality? • computer-generated environment • gives a sense of being there • compels user interaction • each user interacts using an avatar

    3. What is Second Life? • most popular VR in education sector • developed by Linden Lab • secondlife.com • video

    4. What Second Life Offers • self-paced tutorials • historical reenactments • second language acquisition • immersive archaeology • cultural immersion

    5. Potential Uses of Virtual Realities in education • Have acknowledged potential • More and more use • Student experience positive even with avatar issues

    6. Study Abroad in Second Life • SL does have limitations • Does not replace visit • More effective preparation than on traditional American campus • Most risk are eliminated

    7. Getting Started in Second Life • Second Life: • http://static-secondlife-com.s3.amazonaws.com/downloads/Second_Life_Quickstart.pdf • SL Knowledge Base: • http://community.secondlife.com/t5/English-Knowledge-Base/tkb-p/English_KB%40tkb • Graham Stanley: • http://www.ict4lt.org/en/Euro08PCWSL.doc • VR and Games in Education Wiki • http://wiki.jokaydia.com/?title=Main_Page • Real World Map of Places in SL • http://www.nbhorizons.com/world.htm

    8. References • Baker, S.C., Wentz, R.K., & Woods, M.M. (2009). Using virtual worlds in education: Second Life as an educational tool. Teaching of Psychology, 36(1), 59-64. • Feldon, D. F., & Kafai, Y. B. (2008). Mixed methods for mixed reality: Understanding users’ avatar activities in virtual worlds. Education Technology Research and Development (56), 575-593. • Mathews, S. S., Andrews, L. L., & Luck, E. E. (2012). Developing a Second Life virtual field trip for university students: An action research approach. Educational Research, 54(1), 17-38. doi:10.1080/00131881.2012.658197 • Murley, D. (2008). What Second Life taught me about learning. Law Library Journal, 100(4), 787-792. • Peter, T. (2008, August 9). Dialing in to a new world. The Courier Mail(Brisbane).

    9. References • Schroeder, R. (1996). Possible worlds: The social dynamic of virtual reality technologies. Boulder: Westview Press. • Shen, J. & Eder, L.B. (2009). Intentions to use virtual worlds in education. Journal of Information Systems Education, 20(2), 225-233. • Sutcliffe, A., & Alrayes, A. (2012). Investigating user experience in Second Life for collaborative learning. International Journal Of Human-Computer Studies, 70(7), 508-525. doi:10.1016/j.ijhcs.2012.01.005 • Wang, Y., & Braman, J. (2009). Extending the Classroom through Second Life. Journal of Information Systems Education, 20(2), 235-247. • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414-426.