The Potential Adoption of Second Life as a Platform for Learning

The Potential Adoption of Second Life as a Platform for Learning

Sonny Anyetei Ako-Nai (University of Kwazulu-Natal, South Africa) and Nurudeen Ajayi (University of Johannesburg, South Africa)
DOI: 10.4018/978-1-7998-2983-6.ch011
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Abstract

Second Life (SL), an advanced virtual world technology used in education, creates an environment that facilitates engagement, collaboration, and conceptualization of knowledge to improve teaching and learning. The chapter investigates the potential of SL as a learning platform and students' perceptions on the ease of use of SL and usefulness as a learning platform, and challenges with SL implementation. The chapter adopts the qualitative research method, the Technology Acceptance Model, and a purposive sample drawn from fourth year Information Systems and Technology (IS&T) students at the University of KwaZulu-Natal in South Africa. The chapter reports that SL is perceived to be a useful learning platform by students and improves students' instinctive and creative learning ability. However, inadequate training and insufficient information technology (IT) infrastructure are the challenges that hamper SL implementation efforts. Thus, the chapter suggests adequate training, provision of infrastructure and creation of a support pathway for SL as a learning platform as the possible solutions.
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Background

A student-centred teaching pedagogy where the educator engages the student in the teaching process promotes active and authentic learning. Hence, the ability of teachers and students to project themselves into the learning space is an important factor in establishing a successful learning transaction (Warburton, 2009). Today, there is a shift in the way of teaching and learning that is different from the traditional ways of teaching and learning. This shift is motivated by the development and integration of new technologies that support new learning styles and interactive learning environment (Goodchild & Speed, 2019; Harris & Rea, 2019). Some educators and researchers have thus declared the traditional teaching and learning techniques as being inadequate to motivate the new generation of learners (Olasoji & Henderson-Begg, 2010). This is because they believe that today’s generation of learners requires learning processes and environments that are flexible, innovative, fun and fast. To provide such environment, Keelan, Ashley, Morra, Busch, Atkinson, and Wilson (2015) and Partala (2011) believe that the adoption of VW and VR technology into learning processes is important.

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