A graphic display including depth and height and width (Linden Laboratories, June, 2013).
Published in Chapter:
Second Life: Simplifying and Enhancing the Processes of Teaching and Learning
Maureen Ellis (East Carolina University, USA), Patricia J. Anderson (East Carolina University, USA), and Sharon Kibbe (East Carolina University, USA)
Copyright: © 2014
|Pages: 21
DOI: 10.4018/978-1-4666-6046-5.ch036
Abstract
Virtual worlds are quickly becoming standard in the technology-driven educational landscape. Much beyond its origin as a gaming platform, Second Life has grown into one of the most popular multi-user virtual platforms used by individuals and educators. The software platform provides an immersive instructional tool offering innovative opportunities for simulation, collaboration, and virtual field trips not easily replicated in the traditional or online classroom. Through a manifestation of self in a virtual world, a Second Life avatar enhances interaction in a virtual space, facilitating movement, choice, and interaction within the virtual environment, allowing the user to take on a visible persona (Falloon, 2010; Peterson, 2005). This chapter goes beyond simply advocating Second Life as a teaching tool in the higher education classroom by describing how Second Life can both simplify and enhance the teaching and learning process.