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
Published in:Research in learning technology Vol. 16; no. 3
Main Authors: Good, Judith, Howland, Katherine, Thackray, Liz
Format: Journal Article
Language:English
Published: Association for Learning Technology 01.12.2008
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ISSN:2156-7077, 2156-7069, 2156-7077
Online Access:Get full text
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