Table 1

Virtual Worlds Research

Authors (date)Research GoalPedagogical ApproachDomain, Course, and LevelIn-World Activity
Chang, Giitl, Kopeinik, & Williams (2009) (N = 16)
  • Evaluate the use of Second Life for collaborative learning

  • Collaborative learning

  • Information systems: business problem analysis; senior level undergraduate

  • Write a collaborative (small group) essay

De Lucia, Francese, Passero, & Tortora (2009) (N = 26)
  • Evaluate the use of Second Life for synchronous distance lectures

  • Collaborative learning

  • Fundamentals of computer science

  • Actively participate in a group lecture

Jarmon, Traphagan, Mayrath, & Trivedi (2009) (N = 5)
  • Examine the instructional effectiveness of Second Life as an experiential learning environment

  • Experiential learning; collaborative learning

  • Communicating across disciplines; graduate level

  • Create a small group project in Second Life that reflects and uses interdisciplinary communication strategies

Schiller (2009) (N = 32)
  • Evaluate an assessment framework that evaluates the learning objectives and learning processes of the Second Life project

  • Learner-centered; active learning

  • Master’s of business administration: information technology and business transformation; graduate level

  • Explore and participate in preidentified virtual businesses; chat with others at these places

Shen & Eder (2009) (N = 77)
  • Examine students’ intentions to use Second Life as a learning environment; explore factors associated with student intentions

  • Collaborative learning

  • Business school: e-commerce class and management information systems class; undergraduate (junior and senior level)

  • Attend a software information booth at a business corporate center and collaboratively solve a computer configuration problem

Wagner & Ip (2009) (N = 42)
  • Test the usefulness of Second Life as an action learning environment in a senior management information systems course

  • Action learning

  • Information systems: virtual organizations and global teamwork; senior level undergraduate

  • Build and run an online business in Second Life

Wang, Song, Xia, & Yan (2009) (N = 20)
  • Find appropriate ways to integrate Second Life into English as a foreign language course

  • Social constructivist perspectives: interaction, collaboration

  • School of foreign languages: English (as a foreign language); undergraduate sophomores

  • Attend lectures, virtual tours; participate in small group discussion and one-on-one interviews with an American partner

Wang & Braman (2009) (N = 48)
  • Explore the benefits and problems with Second Life in the classroom, how to adopt virtual world technology, and how to effectively use virtual worlds in a learning environment

  • Active Learning

  • Main study: Computer and Information sciences: computers and creativity; introductory undergraduate

  • Build scripted objects in Second Life to study the effects of 3D programming and to compare Linden scripting language with other scripting languages

Mayrath, Sanchez, Traphagan, Heikes, & Trivedi (2007) (N = 18) O'Connor (2009) (N = 7, 15, 12)
  • Develop an understanding of how to effectively use Second Life for instructional purposes

  • Determine if and how virtual worlds can be leveraged as a learning environment

  • Constructivist principles

  • English: world literature and visual and verbal rhetoric (undergraduate freshman, two-semester course)

  • Teaching: (three courses) science project, introduction to pedagogy, and advanced pedagogy; graduate level (master’s)

  • Semester 1: Build a campus in Second Life; Semester 2: Role play a selected leadership model

  • Explore, document, and share Second Life sites used for science related instruction

Good, Howland, & Thackray (2008) (N = 41)
  • Investigate Second Life affordances as a learning environment

  • Problem-based learning; constructionism

  • Interactive learning environments

  • Build an interactive learning experience using Second Life for vocational type projects

Dreher, Reiners, Dreher, & Dreher (2009)  
  • Constructionism

  • Information systems: business processes and software development

  • Create a supply chain simulation; Create an in-world lecture hall with supporting tools

Lu (2010) (N = 6)
  • Determine if students followed the presented design principles and what were the student learning outcomes

  • Collaborative, studentcentered, activity-based

  • Technology course; undergraduate and graduate level students

  • Create 3D objects within a virtual space and conduct an art exhibition to showcase the virtual space

Sourin, Sourina, & Prasolova-Forland (2006) Bronack, Sanders, Cheney, Riedl, Tashner, & Matzen (2008)  
  • Social constructivist: presence pedagogy

  • School of computer engineering: shape modeling

  • Multiple courses; graduate level, K-12 educators

  • Create objects using shape modeling functions

  • Activities using help seeking, communication, and collaboration

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