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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Veröffentlicht in:Research in learning technology Jg. 16; H. 3
Hauptverfasser: Good, Judith, Howland, Katherine, Thackray, Liz
Format: Journal Article
Sprache:Englisch
Veröffentlicht: Association for Learning Technology 01.12.2008
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ISSN:2156-7077, 2156-7069, 2156-7077
Online-Zugang:Volltext
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