Exploring ideas and possibilities of second life as an advanced e-learning environment

Bo Kyeong Kim, Youngkyun Baek

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

1 Scopus citations

Abstract

Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. In this chapter, e-learning 2.0 and its strategies will be described for net generation. E-learning 2.0 was followed by introduction of Second Life as an advanced e-learning environment. Flexibility, strong social networking, and residents' creative activities of Second Life allow unlimited potential to educators when they apply various educational principles to designing a learning environment. The authors assert that Second Life is a classroom built in 3D cyber space. Some cases that Second Life was used for a new e-learning environment are also presented. The 3D virtual classroom context is attractive to the educators with the same appearance as real life as well as prepared educational elements which can be built into Second Life. Exploring ideas and possibilities of Second Life provides alternatives to make up for the limits in the current e-learning environment.

Original languageEnglish
Title of host publicationHandbook of Research on Practices and Outcomes in E-Learning
Subtitle of host publicationIssues and Trends
Pages165-181
Number of pages17
DOIs
StatePublished - 2009

Fingerprint

Dive into the research topics of 'Exploring ideas and possibilities of second life as an advanced e-learning environment'. Together they form a unique fingerprint.

Cite this