You are here:

Connecting Second Life and Real Life: Integrating Mixed-Reality-Technology into Teacher Education PROCEEDINGS

, IMIS / University of Luebeck, Germany ; , Institute for Qualitydevelopment at Schools in Schleswig-Holstein, Kiel, Germany ; , IMIS / University of Luebeck, Germany

Society for Information Technology & Teacher Education International Conference, in Charleston, SC, USA ISBN 978-1-880094-67-9 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA


In this contribution we discuss the duties and responsibilities which are important within teacher education to qualify for teaching students in the 21st century at school for acting competent in their future by including contemporary media in their learning. Based on a practiced teaching module the authors’ give an example, how to structure contemporary learning processes. This approach has been verified by the design, test and evaluation of a mixed reality learning environment. 12th graders and undergraduate students design and perform possibilities of identities in connecting Second Life and Real Life. The results of the evaluation of the teaching attempt are discussed und transferred in specific guidelines for teacher education in this area.


Winkler, T., Ide, M. & Herczeg, M. (2009). Connecting Second Life and Real Life: Integrating Mixed-Reality-Technology into Teacher Education. In I. Gibson, R. Weber, K. McFerrin, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2009--Society for Information Technology & Teacher Education International Conference (pp. 1141-1148). Charleston, SC, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 16, 2018 from .


View References & Citations Map


  1. Antonacci, D., Modaress, N. (2005) Second Life: The Educational Possibilities of Massively Multiplayer Virtual Worlds (MMVW), EDUCAUSE Western Regional Conference, April 26, 2005, San Francisco, CA.
  2. Crider, M. (2006). Living and Learning in Second Life: A Firsthand Exploration and Tour of a User-Created Virtual World. Games, Learning, and Society Conference. Madison, WI, July 2006.
  3. 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): pp 439 DASHDASH
  4. 451.von Hentig, H. (1985). Wie frei sind freie Schulen? Gutachten fü r ein Verwaltungsgericht. Stuttgart: Klett-Cotta.
  5. Ide, M. (2009). Ü ber die Notwendigkeit zur Verankerung zeitgem ä IQSH-Publikationen, Kiel, Germany. SS er Medienkompetenz in der Lehrerausbildung,
  6. Kerckhove, D. (2007). Connected Intelligence: The Arrivel of the Web Society. Toronto: Somerville House Books.
  7. Nusch, M. (2007). Mit dem Bus durch Second Life. Fischer: Frankfurt am Main.
  8. Lim, J.K.S. & Edirisinghe, E.M. (2007). Teaching computer science using Second Life as a learning environment. In ICT: Providing choices for learners and learning. Proceedings ascilite Singapore 2007.
  9. Papert, S. (1993). The Childrens's machine-Rethinking School in the Age of the Computer. Basic Books, New York
  10. Winkler, T., Herczeg, M. (2007). Digitally Augmented Multy-sensory Learning Spaces-An Interdisciplinary Approach Towards Aesthetic Creation and Computational Modelling in Schools. Published on the nonprofit DVD: Constructivist Pedagogy-Powerful Pedagogies for Learning for South Australian teachers Learning to Learn Initiative-Department of Education& Children's Services, Curriculum Services, 2007 31 Flinders Street GPO, Box 1152 ADELAIDE SA 5001.
  11. Winkler, T., Goldmann, A., Herczeg, M. (2007). Why and what children learn while creating an interactive, nonlinear Mixed-Reality-Storytelling-Room. Proceedings of the SITE Conference 2006, Orlando, Florida, pp 742-749.
  12. Winkler, T., Herczeg, M. (2004). Avatars-can they help developing personality among students in school?-Consequences of connecting the physical world with interactive 3D-Worlds to hybrid experience and acting spaces to promote sophisticated social behavior. IEEE XPlore / Proceedings of the ITHET, Istanbul, Turkey, pp. 174-178.

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