CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life

CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life

Thrasyvoulos Tsiatsos, Andreas Konstantinidis, Theodouli Terzidou, Lazaros Ioannidis, Chrysanthi Tseloudi
ISBN13: 9781466600119|ISBN10: 146660011X|EISBN13: 9781466600126
DOI: 10.4018/978-1-4666-0011-9.ch304
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MLA

Tsiatsos, Thrasyvoulos, et al. "CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life." Virtual Learning Environments: Concepts, Methodologies, Tools and Applications, edited by Information Resources Management Association, IGI Global, 2012, pp. 488-504. https://doi.org/10.4018/978-1-4666-0011-9.ch304

APA

Tsiatsos, T., Konstantinidis, A., Terzidou, T., Ioannidis, L., & Tseloudi, C. (2012). CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life. In I. Management Association (Ed.), Virtual Learning Environments: Concepts, Methodologies, Tools and Applications (pp. 488-504). IGI Global. https://doi.org/10.4018/978-1-4666-0011-9.ch304

Chicago

Tsiatsos, Thrasyvoulos, et al. "CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life." In Virtual Learning Environments: Concepts, Methodologies, Tools and Applications, edited by Information Resources Management Association, 488-504. Hershey, PA: IGI Global, 2012. https://doi.org/10.4018/978-1-4666-0011-9.ch304

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Abstract

This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising environment according to the results of this review is Second Life. Second Life is further examined by validating the platform’s features, philosophy and policies against some basic design principles for collaborative virtual learning environments in order to better assess its design adequacy for online learning. Furthermore, the chapter will present the features that the authors have implemented within the Second Life platform, in order to facilitate both the jigsaw and fishbowl collaborative e-learning techniques. Finally, the authors will present a case study concerning the evaluation of Second Life by undergraduate students in order to assess its potential to support these collaborative e-learning techniques.

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