Virtual Worlds Research
| Authors (date) | Research Goal | Pedagogical Approach | Domain, Course, and Level | In-World Activity |
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| Chang, Giitl, Kopeinik, & Williams (2009) (N = 16) |
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| De Lucia, Francese, Passero, & Tortora (2009) (N = 26) |
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| Jarmon, Traphagan, Mayrath, & Trivedi (2009) (N = 5) |
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| Schiller (2009) (N = 32) |
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| Shen & Eder (2009) (N = 77) |
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| Wagner & Ip (2009) (N = 42) |
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| Wang, Song, Xia, & Yan (2009) (N = 20) |
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| Wang & Braman (2009) (N = 48) |
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| Mayrath, Sanchez, Traphagan, Heikes, & Trivedi (2007) (N = 18) O'Connor (2009) (N = 7, 15, 12) |
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| Good, Howland, & Thackray (2008) (N = 41) |
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| Dreher, Reiners, Dreher, & Dreher (2009) |
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| Lu (2010) (N = 6) |
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| Sourin, Sourina, & Prasolova-Forland (2006) Bronack, Sanders, Cheney, Riedl, Tashner, & Matzen (2008) |
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| Authors (date) | Research Goal | Pedagogical Approach | Domain, Course, and Level | In-World Activity |
|---|---|---|---|---|
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 | |
Evaluate the use of Second Life for synchronous distance lectures | Collaborative learning | Fundamentals of computer science | Actively participate in a group lecture | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
Constructionism | Information systems: business processes and software development | Create a supply chain simulation; Create an in-world lecture hall with supporting tools | ||
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 | |
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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