A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education
Patricia Edwards, Eva Domínguez, Mercedes Rico, Universidad de Extremadura, Spain
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
As information technology rapidly makes its way into every corner of modern society educational means and methods are researched and applied in order to successfully keep up. Of the many resources encountered in Internet is Second Life (SL), created in 2003 by Philip Rosedale, CEO of Linden Research, Inc. SL is a 3D virtual world of social interaction running parallel to and consisting of not only all those aspects inherent in real life situations, but additionally, an ample supply of illusionary simulations limited solely by one's imagination. In this sense, the terms and conditions for learning opportunities are potentially infinite. This paper proposes applying role-play in SL virtual learning environments in the particular framework of higher level education. It seems reasonable to assume that technology mediated learning enhances student motivation and expectation since the array of versatile activity and personal involvement engages participants holistically under the auspices of the socio-constructive approach.
Edwards, P., Domínguez, E. & Rico, M. (2008). A Second Look at Second Life: Virtual Role-play as a Motivational Factor in Higher Education. In K. McFerrin, R. Weber, R. Carlsen & D. Willis (Eds.), Proceedings of SITE 2008--Society for Information Technology & Teacher Education International Conference (pp. 2566-2571). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE).