articleBritish Journal of Educational TechnologyApr 15, 2009Closed access

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

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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…

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719
total citations
FWCI
53.64
Percentile
100%
References
23
Citations per year

Authors

1

Topics & keywords

Keywords
  • Affordance
  • Metaverse
  • Popularity
  • Computer science
  • Context (archaeology)
  • Typology
  • Virtual world
  • Multimedia
UN Sustainable Development Goals
  • Quality Education
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