This is a JISC-funded project focusing on modelling the pedagogical aspects of student learning in groups in SL. SL activities (SL-tivities) are designed, developed and piloted in order to enable groups of students - represented as avatars - to achieve socialization and engagement (presence) for productive information exchange and knowledge construction.
Published in Chapter:
Second Life and World of Warcraft: Harnessing Presence Learning
Chaka Chaka (Walter Sisulu University, South Africa)
Copyright: © 2012
|Pages: 19
DOI: 10.4018/978-1-60960-762-3.ch012
Abstract
This chapter explores the potential both Second Life (SL) and World of Warcraft (WoW) as instances of a virtual world (VW) and a massively multi-player online role-playing game (MMORPG), respectively, have for leveraging presence learning. The latter encapsulates, in this chapter, presence pedagogy, tele-presence, co-presence, social presence, and cognitive presence as mediated by both SL and WoW. In this context, this chapter contends that both SL and WoW help harness presence learning. Against this background, the chapter first provides a brief overview of SL, WoW, and presence learning. Second, it presents and discusses seven case studies demonstrating how both SL and WoW help harness presence learning. Third and last, the chapter outlines future trends for presence learning in respect of both SL and WoW.