Moving forward on education with Second Life: viability and challenges (bibtex)
by Santiago Dominguez-Noriega, Juan Manuel Vaca, Héctor Sánchez, Mercedes Rico
Abstract:
E-learning methods are now highly developed and widespread, which has enabled almost every University to design a webpage with electronic material and enabled the creation of degrees taught completely online (Correa 2005). Today's e-learning platforms are based on online websites that allow students to use different tools to access content in a great deal of formats. These are called LMS (Learning management system), a well-known example is Moodle (Modular Object-Oriented Dynamic Learning Environment) - possibly the most used right now (Dag & Ge\textbackslashc cer 2009). However there is still an obstacle to overcome. Virtual access means that some educational activities that require physical interaction can't be done from a remote location. Some clear examples are handling machinery, different expressions of art and its exhibition, the simulation of incidents or even performing complex protocols. This poses the question as to whether it is feasible to find a virtual alternative to these practices. Certainly there is enough technology to recreate three-dimensional virtual worlds and dive into them as a protagonist, even though such tools have been traditionally associated with the gaming sector. In light of this, our goal is to examine the possibility of developing a virtual world project which enhances teaching practices and evaluate its educational suitability.
Reference:
Santiago Dominguez-Noriega, Juan Manuel Vaca, Héctor Sánchez, Mercedes Rico, "Moving forward on education with Second Life: viability and challenges", In IADIS E-Society 2010, IADIS, Porto, Portugal, pp. 499-502, 2010.
Bibtex Entry:
@INPROCEEDINGS{dominguez-noriega_moving_2010,
  author = {Dominguez-Noriega, Santiago and Vaca, Juan Manuel and Sánchez, Héctor
	and Rico, Mercedes},
  title = {Moving forward on education with Second Life: viability and challenges},
  booktitle = {IADIS E-Society 2010},
  year = {2010},
  editor = {Kommers, Piet and Isaías, Pedro},
  pages = {499-502},
  address = {Porto, Portugal},
  publisher = {IADIS},
  abstract = {E-learning methods are now highly developed and widespread, which
	has enabled almost every University to design a webpage with electronic
	material and enabled the creation of degrees taught completely online
	{(Correa} 2005). Today's e-learning platforms are based on online
	websites that allow students to use different tools to access content
	in a great deal of formats. These are called {LMS} {(Learning} management
	system), a well-known example is Moodle {(Modular} {Object-Oriented}
	Dynamic Learning Environment) - possibly the most used right now
	{(Dag} \& Ge{\textbackslash}c cer 2009). However there is still an
	obstacle to overcome. Virtual access means that some educational
	activities that require physical interaction can't be done from a
	remote location. Some clear examples are handling machinery, different
	expressions of art and its exhibition, the simulation of incidents
	or even performing complex protocols. This poses the question as
	to whether it is feasible to find a virtual alternative to these
	practices. Certainly there is enough technology to recreate three-dimensional
	virtual worlds and dive into them as a protagonist, even though such
	tools have been traditionally associated with the gaming sector.
	In light of this, our goal is to examine the possibility of developing
	a virtual world project which enhances teaching practices and evaluate
	its educational suitability.},
  isbn = {978-972-8939-07-6},
  keywords = {education, e-learning, Second Life, Virtual Worlds},
  url = {http://dl.dropbox.com/u/5022576/P/2010/01Esociety.pdf}
}
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