Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching
King's College London · King's College School
Abstract
Abstract Second Life (SL) is currently the most mature and popular multi‐user virtual world platform being used in education. Through an in‐depth examination of SL, this article explores its potential and the barriers that multi‐user virtual environments present to educators wanting to use immersive 3‐D spaces in their teaching. The context is set by tracing the history of virtual worlds back to early multi‐user online computer gaming environments and describing the current trends in the development of 3‐D immersive spaces. A typology for virtual worlds is developed and the key features that have made unstructured 3‐D spaces so attractive to educators are described. The popularity in use of SL is examined…
Citation impact
- FWCI
- 53.64
- Percentile
- 100%
- References
- 23
Authors
1Topics & keywords
- Affordance
- Metaverse
- Popularity
- Computer science
- Context (archaeology)
- Typology
- Virtual world
- Multimedia
- Quality Education