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What is In-World

Handbook of Research on Web 2.0, 3.0, and X.0: Technologies, Business, and Social Applications
within a 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
Abstract
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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More Results
The Case for Qualitative Research Into Language Learning in Virtual Worlds
This expression is used largely by users of virtual worlds to refer to the act of being in the virtual world platform through the use of an avatar. If you are in the platform you are “in-world”, i.e., in the virtual world.
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Knowledge Transfer and Marketing in Second Life
A gamer’s term to denote inside the virtual world as opposed to the real world.
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A New Vision for Distance Learning: Learning to Teach in Second Life
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