Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/12833
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dc.contributor.authorGregory, Sueen
local.source.editorEditor(s): Klaus Bredl and Wolfgang Boscheen
dc.date.accessioned2013-06-28T14:17:00Z-
dc.date.issued2013-
dc.identifier.citationSerious Games and Virtual Worlds in Education, Professional Development, and Healthcare, p. 126-144en
dc.identifier.isbn9781466636743en
dc.identifier.isbn9781466636736en
dc.identifier.isbn9781466636750en
dc.identifier.urihttps://hdl.handle.net/1959.11/12833-
dc.description.abstractVirtual worlds, such as Second Life, are multi-user, interactive computer-simulated environments created for users to inhabit and interact via avatars, which are graphical representations of a person that can be personalised and used in the virtual world. In this research, 239 off-campus (distance) education students chose to attend weekly sessions in Second Life from 2008 to 2011. These sessions catered for a diverse group of students. It is internationally claimed that virtual worlds are engaging for distance education students. Engagement is the combination of student's feelings, observable actions or performance, perceptions, and beliefs. This mixed-methods research sought to investigate whether virtual worlds were engaging for adult student learners. Recorded in-world (in the virtual world) conversations and the completion of a survey by university students provide data from which the findings are made. In-world discussion found that the virtual world, in this case Second Life, is an engaging environment in which to learn. These findings indicate the need for further research in using a virtual world as an educational resource.en
dc.languageenen
dc.publisherInformation Science Referenceen
dc.relation.ispartofSerious Games and Virtual Worlds in Education, Professional Development, and Healthcareen
dc.relation.isversionof1en
dc.titleEngaging Classes in a Virtual Worlden
dc.typeBook Chapteren
dc.subject.keywordsEducational Technology and Computingen
dc.subject.keywordsScience, Technology and Engineering Curriculum and Pedagogyen
dc.subject.keywordsHigher Educationen
local.contributor.firstnameSueen
local.subject.for2008130306 Educational Technology and Computingen
local.subject.for2008130103 Higher Educationen
local.subject.for2008130212 Science, Technology and Engineering Curriculum and Pedagogyen
local.subject.seo2008930203 Teaching and Instruction Technologiesen
local.subject.seo2008930201 Pedagogyen
local.subject.seo2008930102 Learner and Learning Processesen
local.identifier.epublicationsvtls086666061en
local.profile.schoolSchool of Educationen
local.profile.emailsgregor4@une.edu.auen
local.output.categoryB1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.identifier.epublicationsrecordune-20130520-112931en
local.publisher.placeHershey, United States of Americaen
local.identifier.totalchapters18en
local.format.startpage126en
local.format.endpage144en
local.contributor.lastnameGregoryen
dc.identifier.staffune-id:sgregor4en
local.profile.orcid0000-0002-0417-8266en
local.profile.roleauthoren
local.identifier.unepublicationidune:13041en
dc.identifier.academiclevelAcademicen
local.title.maintitleEngaging Classes in a Virtual Worlden
local.output.categorydescriptionB1 Chapter in a Scholarly Booken
local.relation.urlhttp://trove.nla.gov.au/work/177662524en
local.search.authorGregory, Sueen
local.uneassociationUnknownen
local.year.published2013en
local.subject.for2020390405 Educational technology and computingen
local.subject.for2020390303 Higher educationen
local.subject.for2020390113 Science, technology and engineering curriculum and pedagogyen
local.subject.seo2020160304 Teaching and instruction technologiesen
local.subject.seo2020160302 Pedagogyen
Appears in Collections:Book Chapter
School of Education
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