Problem-based learning spanning real and virtual words: a case study in Second Life

There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interacti...

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Bibliographic Details
Main Authors: Judith Good, Katherine Howland, Liz Thackray
Format: Article
Language:English
Published: Association for Learning Technology 2008-12-01
Series:Research in Learning Technology
Subjects:
Online Access:http://www.researchinlearningtechnology.net/index.php/rlt/article/view/10895