You are here:

Towards Using Second Life for Supporting Illiterate Persons in Learning

, Institute of Software Technology and Interactive Systems, Vienna University of Technology, Austria ; , talkademy, an open learning (OLE) language school, Vienna, Austria, Austria ; , Department of Psychology, University of Graz, Austria, Austria ; , Institute of Software Technology and Interactive Systems, Vienna University of Technology, Austria

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Vancouver, Canada ISBN 978-1-880094-76-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA


Abstract: Advancement in technology and e-learning has the potential for reducing the gap between rich and poor, young and old, computer-literate and illiterate, and opening venues of equal opportunities for all. Presently e-learning opens new opportunities for illiterate persons. Unfortunately most of the known e-learning solutions for the illiterate persons still face challenges of usability and lower motivation due to non-embodied applications. Some game based e-learning solutions have already addressed these problems but still need further investigation. This paper presents an artifact for illiterate persons to work using emerging e-learning practices. The proposed solution uses a Second Life (SL) Multi-User Virtual Environment (MUVE) and addresses said challenges. It focuses on the illiterates in the developing world and provides a platform for learning the English alphabet to the intended illiterate community to set the foundation for learning English as a Second Language (ESL).


Iqbal, T., Hammermüller, K., Nussbaumer, A. & Tjoa, A.M. (2009). Towards Using Second Life for Supporting Illiterate Persons in Learning. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 2704-2709). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved February 16, 2019 from .


View References & Citations Map


  1. Anaraki, F.B. (2009). A Flash-Based Mobile Learning system for Learning English as a Second Language, International Conference on Computer Engineering and Technology (pp.400-404).
  2. Barron, B., Kafai, Y. (2006) Clubs, homes, and online communities as contexts for engaging youth in technology fluency building activities, Proceedings of the 7th international conference on Learning sciences (pp.1022-1028).
  3. Eberle, A., Robinson, S. (1980). “The adult illiterate speaks out: personal perspectives on learning to read and write”,
  4. Kam, M., Agarwal, A., Kumar, A., Lal, S., Mathur, A., Tewari, A., Canny, J. (2008). Designing E-Learning Games for Rural
  5. Kam, M., Ramachandran, D., Sahni, U., Canny, J. (2005). Designing Educational Technology for Developing Regions: Some
  6. Kam, M., Remachandran, D., Devanathan, V., Tweari, A., Canny, J. (2007). Localized Interactive Design for Language Learning
  7. Malone, T.W. (1980). What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games, Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small system, (pp.162-169).
  8. Maloney, J., Burd, L., Kafai, Y. (2004). Scratch: a Sneak Preview, Proceedings of the Second International Conference on Creating, Connecting and Collaborating through Computing (pp.104-109).
  9. Maloney, J., Peppler, K., Kafai, Y., Resnick, M., Rusk, N. (2008). Programming by Choice: Urban Youth Learning Programming with Scratch, Proceedings of the 39th SIGCSE technical symposium on Computer science education (pp.367-371).
  10. Mehdi, I., Sagar, A., Toyama, K. (2006). Text-Free User Interface for Illiterate and Semi-Literate Users, International Conference on Information and Communication Technologies and Development (ICTED’ 06) (pp.72-82).
  11. Mich, O., Betta, E., Giuliani, D. (2004). PARLING: e-literature for supporting children learning English as a second language, Proceedings of the 9th international conference on Intelligent user interfaces (pp.283-285).
  12. Molka-Danielsen, E.J., Deutschmann, M. (2009). (cid:1)Learning and Teaching in the Virtual World of Second Life”, Tapir Academic Press.
  13. Nussbaumer, A., Gütl, C., Albert, D., Helic, D. (2009). Competence-based Adaptation of Learning Environments in 3D Space, Proceedings of the International Conference on Interactive Mobile and Computer Aided Learning (IMCL) (pp.103-108).
  14. Pawar, U.S., Pal, J., Gupta, R., Toyama, K. (2007). Multiple Mice for retention Tasks in Disadvantaged Schools, Proceeding of the SIGCHI conference on Human factors in computing systems (pp.1581-1590).
  15. Rankin, Y.A., Gold, R., Gooch, B. (2006). Evaluating Interactive Gaming as a Language Learning Tool, Proceedings for ACM SIGGRAPH Conference.
  16. Resnick, M. (2007). All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten, Proceedings of the 6th ACM SIGCHI conference on Creativity& Cognition, (pp.1-6).
  17. Resnick, M., Silverman, B. (2005). Some Reflections on Designing Construction Kits for Kids, Proceedings of the 2005 conference on Interaction design and children, (pp.117-122).
  18. Song, Y., Fox, R. (2005). Integrating M-technology into Web-based ESL Vocabulary Learning for Working Adult Learners, Proceeding of the IEEE International Workshop on Wireless and Mobile Technologies in Education (WNTE ’ 05) (pp.154-163).

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact