Sunday, August 2, 2009

Week 5 - teaching and learning in Second Life

I recalled last year when I attended AECT conference, there were a lot of researches exploring the potential applications of Second Life. Second Life seems the most popular virtual world in use today. With its real time/ synchronous characteristics, you can participate in a live event, conference, concerts, etc. Second Life can be use as a means to enhance learning and increase learner motivation. For example use Second Life to create and design situated learning environments, support immersive learning, increase social networking and interaction, and facilitate communication and collaborative learning. In such immersive learning environments, learners can experience real feelings and interaction as they do in a real world and apply knowledge and skills in realistic scenarios. Shy learners are more apt to participate in such attractive learning environments.

The researchers also pointed out some barriers and difficulty. For example, users ( i.e., learners, instructors, instructional designers) may have technological problems or encounter difficulty using the interface of Second Life. Also, it is expensive and time-consuming for instructors or instructional designers to design a virtual world. How to effectively integrate Second Life to support learning and improve performance/ learning is still challenging for instructional designers and instructors.

I also found some wiki websites and blogs about the use of Second Life in education.

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