2012
DOI: 10.1111/j.1467-8535.2012.01334.x
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Second Life in education: A review of publications from its launch to 2011

Abstract: The purpose of this review was to explore how Second Life (SL) has been discussed, investigated and applied in education from its launch to present. Two research questions guided the review: (1) what are the annual publication number and its percentage of empirical studies?; (2) what are the characteristics of the empirical studies regarding the academic levels, subject areas, pedagogical frameworks, evolution of research foci, research methods and sample sizes? A total of 107 papers from 68 refereed journals … Show more

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Cited by 121 publications
(111 citation statements)
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References 55 publications
(42 reference statements)
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“…Virtual immersion environments, such as Second Life (SL, a multiuser virtual environment) or Massively Multiplayer Online Role-Playing Games (MMORPGs), have gained the attention of cross-disciplinary researchers (Lan 2014;Wang and Burton 2013) because they make both avatar-self movement and different interactions between the learner and the virtual environments possible (Lan et al 2013). Thus, such environments have been recognized to provide learners with an embodied learning experience (Schubert et al 1999).…”
Section: Introductionmentioning
confidence: 99%
“…Virtual immersion environments, such as Second Life (SL, a multiuser virtual environment) or Massively Multiplayer Online Role-Playing Games (MMORPGs), have gained the attention of cross-disciplinary researchers (Lan 2014;Wang and Burton 2013) because they make both avatar-self movement and different interactions between the learner and the virtual environments possible (Lan et al 2013). Thus, such environments have been recognized to provide learners with an embodied learning experience (Schubert et al 1999).…”
Section: Introductionmentioning
confidence: 99%
“…Por otro, la necesidad de aprovechar el crecimiento y madurez de los mundos virtuales para implementar experiencias educativas en niveles no universitarios. Una circunstancia ya referida en estudios previos (Hew y Cheun, 2008;Inman, Wright y Hartman, 2010;Wang y Burton, 2012) y que sería necesaria para alcanzar cotas más profundas de conocimiento y comprensión.…”
Section: Discussionunclassified
“…Esse fenômeno, delimitado ao contexto do Processo Ensino-Aprendizagem (PEA) com a utilização de mundos virtuais, tem despertado o interesse em pesquisas em educação (Wang;Burton, 2013), e sua utilização se encontra em fase inicial (Keskitalo;Pyykkö;Ruokamo, 2011), havendo evidências controversas quanto à sua adoção (Dalgarno et al, 2011).…”
Section: Introductionunclassified