Engaged Learning in Second Life. Daisyane Barreto and Carrie Bishop. What is Second Life?. Second Life is a virtual world . Virtual worlds are: “a networked desktop reality in which users move and interact in simulated 3D spaces” (Dickey, 2005).
It’s a whole new
(constructivist) world - online!
We want to maximize the many opportunities in this environment, and still engage learners in the instruction.
One recent study (Nelson, 2007) asserts:
Other studies state:
(Barab,S., Sandler, T., Heiselt, C., Hickey, D., & Zuiker, S. 2007, Paulus, Horvitz & Shi 2006, Shin, N. 2006)
These studies indicate:
Carrie : firstname.lastname@example.org
Barab, S., Sandler, T., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, Education & Technology, 16(1), 59-82.
Bronack, S., Riedl, R., & Tashner, J. (2006). Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world. Interactive Learning Environments, 14(3), 219.
Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual words. Educational Technology, 35 (5; 5), 46.
Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: Two case studies of active worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439.
de Freitas, S. I. (2006). Using games and simulations for supporting learning. Learning, Media and Technology, 31(4), 343-358.
Lim, C.,P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology, 37(2), 211.
Nelson, B. (2007). Exploring the use of individualized, reflective guidance in an educational multi-user virtual environment. Journal of Science Education and Technology, 16(1), 83-97.
Ondrejka, C. (2008). Education unleashed: Participatory culture, education, and innovation in Second Life. In K. Salen (Ed.), The Ecology of Games: Connecting Youth, Games, and Learning (pp.229-251). Cambridge, MA: The MIT Press.
Paulus, T. M., Horvitz, B., & Shi, M. (2006). "Isn't it just like our situation?" engagement and learning in an online story-based environment. Educational Technology Research and Development, 54(4), 355.
Shin, N. (2006). Online learner's "flow" experience: An empirical study. British Journal of Educational Technology, 37(5), 705.
Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a discourse. Mind, Culture, & Activity, 13(1), 38-52.