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Effect of the activities in the Second Life® as tool for mutual understanding of gender role
PROCEEDINGS

, Korea National University of Education, Korea (South) ; , Hansei University, Korea (South) ; , University of Cincinnati, United States

Society for Information Technology & Teacher Education International Conference, in Las Vegas, Nevada, USA ISBN 978-1-880094-64-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

The purpose of this paper is to explore the possibility of the use of virtual reality such as Second Life as a tool for mutual understandings of gender roles within an educational context. In the concrete, virtual worlds provide valuable assets, as testing tools for users to experience gaining mutual understandings of about others, by the recognition of opposite gender roles, with conversations between men and women, than what they experience within the real world. Through these activities, users acquire positive values about the others' gender identification by representing one's self in the role of the opposite gender. At the same time, such gender role switching explores the possibility of virtual worlds becoming as a place of opportunity within the educational and learning arena.

Citation

Park, H., Jung, J. & Collins, C.M. (2008). Effect of the activities in the Second Life® as tool for mutual understanding of gender role. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 1778-1783). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved April 20, 2019 from .

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