Location
University of Nevada Las Vegas, Greenspun Hall
Description
General academic objectives include producing an educational experience that is engaging, interactive, collaborative, experiential and productive. The goal is to promote learner engagement through the visual power of a newly adopted medium in education – universities in the multi-user virtual environment (MUVE) of Second Life. Attributes of the virtual reality aid visual learning in the online environment: (1) computer-generated content, (2) three-dimensional graphics, and (3) interactivity. Visual renditions of campus buildings and fellow students as avatars emotionally connect students to feel a sense of presence and community within the virtual learning platform. Additionally, the ability to see and hear their classmates’ avatars, despite geographical distances, further encourages collaborative efforts of innovative experiments with others. Second Life’s non-linear media model presents a mediated environment where 3D animations replicate natural movements and scenery to visually render the abstract, creating a sense of realistic connection, ultimately fostering learner engagement and interaction
Keywords
Second Life (Game); Social media; Teaching — Aids and devices
Disciplines
Communication Technology and New Media | Curriculum and Instruction | Education | Science and Technology Studies
Language
English
Included in
Communication Technology and New Media Commons, Curriculum and Instruction Commons, Science and Technology Studies Commons
Second Life virtual universities: A visual analysis
University of Nevada Las Vegas, Greenspun Hall
General academic objectives include producing an educational experience that is engaging, interactive, collaborative, experiential and productive. The goal is to promote learner engagement through the visual power of a newly adopted medium in education – universities in the multi-user virtual environment (MUVE) of Second Life. Attributes of the virtual reality aid visual learning in the online environment: (1) computer-generated content, (2) three-dimensional graphics, and (3) interactivity. Visual renditions of campus buildings and fellow students as avatars emotionally connect students to feel a sense of presence and community within the virtual learning platform. Additionally, the ability to see and hear their classmates’ avatars, despite geographical distances, further encourages collaborative efforts of innovative experiments with others. Second Life’s non-linear media model presents a mediated environment where 3D animations replicate natural movements and scenery to visually render the abstract, creating a sense of realistic connection, ultimately fostering learner engagement and interaction