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Facilitating Change: 5 Stages of Avatar Development in Second Life
PROCEEDINGS

, , , East Carolina University, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, NV, USA ISBN 978-1-939797-05-6 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Merging play with learning, Second Life virtual worlds allow educators to reach students who grew up in the digital age. By piggy-backing off of the technology that students utilize for gaming and exploration, Second Life has become an immersive instructional tool offering innovative opportunities for simulation, collaboration, cooperation, and exploration not easily replicated in the traditional, online classroom. Students can master difficult or risky tasks prohibited or challenging to teach in the traditional classroom or online environment. In Second Life, the user is represented as an avatar, a virtual representation and embodiment of the user, facilitating communication, movement, choice, interaction, and navigation within the virtual environment (Falloon, 2010; Peterson, 2005). An individual’s personification with his/her avatar, ranging from human form to animal form to robot form, is the key to an immersive experience and affords the user the opportunity to engage in surreal and imaginary experiences transcending the actual world in which they live (Deuchar & Nodder, 2003). The focus of this study is to identify the five stages of avatar developmental and describe the characteristics and skills comprising maturation as they move through one stage to the next. The pedagogy facilitating the teaching and learning process for avatars at each stage will be discussed.

Citation

Ellis, M., Anderson, P. & Kibbe, S. (2013). Facilitating Change: 5 Stages of Avatar Development in Second Life. In T. Bastiaens & G. Marks (Eds.), Proceedings of E-Learn 2013--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 654-661). Las Vegas, NV, USA: Association for the Advancement of Computing in Education (AACE). Retrieved January 27, 2020 from .

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