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What is 3D Teaming

Handbook of Research on Web 2.0, 3.0, and X.0: Technologies, Business, and Social Applications
the act of collaborating in a 3D environment, e.g., virtual world
Published in Chapter:
Advancing Learning Through Virtual Worlds
Steve Mahaley (Duke Corporate Education, USA) and Robin Teigland (Stockholm School of Economics, Sweden)
DOI: 10.4018/978-1-60566-384-5.ch031
Higher education institutions and corporations are increasingly exploring new pedagogical methods to align with learning styles of incoming students and employees, who are amazingly adept at using Web 2.0 applications. This chapter explores the use of virtual worlds, in particular that of Second Life, in educational activities by organizations such as higher education institutions or corporations. We begin by introducing virtual worlds with a particular focus on Second Life. We then provide an overview of the benefits of this environment for learning activities before presenting a set of potential learning activities that can be conducted within Second Life. We then discuss an in-depth example of 3D teaming-one learning activity within Second Life conducted by the authors. After a discussion of implementation challenges, we then present areas for future research.
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