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Advisor(s)
Abstract(s)
There is a growing trend in education and training towards the use of online and distance
learning courses. This delivery format provides flexibility and accessibility; it is also viewed
as a way to provide education in a more effective way to a broader community. Online
courses are comfortable, they are built under the missive of “anyone, anywhere, anytime”.
Everyone can participate from home or workplace.
Online courses can be developed in a variety of ways, for example, using a LMS (Learning
Management System), a LCM (Learning Content System), or a Web 2.0 tool (or some
mixture). These options, however, show limitations in terms of communication and
interaction levels that can be achieved between students. Most learning systems are
asynchronous and don't allow an effective real-time interaction, collaboration and
cooperation. Whilst they typically have synchronous chats and whiteboards, these
capabilities are often sterile and don’t stimulate the appropriate interactions that enhance
learning. A rich interaction does not necessarily involve just verbal exchange since there is
an huge learning value to be gained from interacting with the learning content in a more
visual and practical way. For instance, imagine the learning benefits from collaborating on
a 3D construction jointly and in real-time? Imagine watching the impact of soil erosion, or
building and walking inside an heart model or a car engine? All this is possible in a 3D
immersive virtual world. Students can engage at a distance building content in real-time,
collaboratively and interactively. On the net there can be found an array of virtual
worlds, however we have chosen Second Life® (SL®) to show how teaching and learning
can be enhanced through the use of this platform. Second Life® is immersive, enabling
users to interact, communicate and collaborate as if in the real world. SL® is a model of
the real world, it shows an accurate physics simulation and it includes a meteorological
and gravitational system; as such, anything can be modelled and simulated. Each user in
the environment is represented by an avatar with all the features of a human being and
avatars can manipulate the environment. Scientific experiments can be held in a very safe
and controlled environment, and can be directly conducted by the scientist in charge.
Scientific fields such as architecture, history, medicine, biology, sociology, programming,
languages learning among many others can all be tested and researched through this
virtual world.
Description
Keywords
second life extended classroom virtual worlds learning strategies teaching strategies learning orchestration simulated newsroom
Pedagogical Context
Citation
Loureiro, A., Santos, A. & Bettencourt, T. (2012). Virtual Worlds as an extended classroom. In: Lanyi, C. (Eds.). Applications of Virtual Reality. (pp. 89-108). INTECH. (ISBN 978-953-51-0583-1) DOI:10.5772/34959