Using Virtual World Technology as a Faculty Development Tool in Higher Education

Using Virtual World Technology as a Faculty Development Tool in Higher Education

Linda W. Wood
ISBN13: 9781466619630|ISBN10: 1466619635|EISBN13: 9781466619647
DOI: 10.4018/978-1-4666-1963-0.ch008
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MLA

Wood, Linda W. "Using Virtual World Technology as a Faculty Development Tool in Higher Education." Virtual Mentoring for Teachers: Online Professional Development Practices, edited by Jared Keengwe and Lydia Kyei-Blankson, IGI Global, 2013, pp. 149-160. https://doi.org/10.4018/978-1-4666-1963-0.ch008

APA

Wood, L. W. (2013). Using Virtual World Technology as a Faculty Development Tool in Higher Education. In J. Keengwe & L. Kyei-Blankson (Eds.), Virtual Mentoring for Teachers: Online Professional Development Practices (pp. 149-160). IGI Global. https://doi.org/10.4018/978-1-4666-1963-0.ch008

Chicago

Wood, Linda W. "Using Virtual World Technology as a Faculty Development Tool in Higher Education." In Virtual Mentoring for Teachers: Online Professional Development Practices, edited by Jared Keengwe and Lydia Kyei-Blankson, 149-160. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-1963-0.ch008

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Abstract

Higher education institutions are constantly challenged with the task of educating a technology savvy generation of students. Colleges must be able and ready to meet the needs of these digital-age students. What are the perceptions of college faculty of using virtual world technology as a teaching tool in the classroom? The purpose of this chapter is to explore how virtual world environments can be used as a faculty development tool in order to encourage the use of virtual worlds as a teaching tool in the classroom. This chapter references research from a mixed methods study exploring college faculty perceptions of the adoption of virtual world technology into the classroom, which in turn, provides insight to the willingness of higher education faculty to adopt this type of technology. In addition, the final section of the chapter includes a suggested guide on how to create a virtual world faculty development workshop based in Linden Lab’s Second Life.

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