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    Virtual worlds as a context suited for information systems education: discussion of pedagogical experience and curriculum design with reference to second life

    129695_12690_2009_JISE_Vol20_ No2Summer 2009_HDetal.pdf (1.195Mb)
    Access Status
    Open access
    Authors
    Dreher, Carl
    Reiners, Torsten
    Dreher, Heinz
    Dreher, Naomi
    Date
    2009
    Type
    Journal Article
    
    Metadata
    Show full item record
    Citation
    Dreher, Carl and Reiners, Torsten and Dreher, Heinz and Dreher, Naomi. 2009. Virtual worlds as a context suited for information systems education: discussion of pedagogical experience and curriculum design with reference to second life. Journal of Information Systems Education. 20 (2): pp. 211-224.
    Source Title
    Journal of Information Systems Education JISE
    Additional URLs
    http://www.jise.appstate.edu/Contents/Contents-20-2.htm
    ISSN
    10553096
    Faculty
    Curtin Business School
    School of Information Systems
    Remarks

    Copyright © 2009. Association of Information Technology Professionals. All Rights Reserved.

    Alink to the 'JISE' Journal of Information Systems Education web site is available at: http://www.jise.appstate.edu/

    The original publication is availabe on the journal's website at: http://www.jise.appstate.edu/Issues/20/V20N2P211-abs.pdf

    URI
    http://hdl.handle.net/20.500.11937/15647
    Collection
    • Curtin Research Publications
    Abstract

    The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and Virtual Worlds are becoming increasingly popular in business, for example via simulations in Second Life. However the capacity of Virtual Worlds is underutilised in educational contexts. Educational institutions in general, but especially those offering Information Systems (IS) courses, must keep pace with emerging ICT and social trends or risk becoming irrelevant. Furthermore, there are particular pedagogical advantages in utilising emerging technologies such as Virtual Worlds in IS education. For instance, Second Life offers an intrinsically motivating, safe, and low cost environment in which to learn IS-related skills such as programming, requirements analysis, systems development, project management, and business process modelling. Drawn from the experience of the authors and current innovations in pedagogical research and practice, suggestions are made for curriculum design and implementation of Second Life in IS Education, including: the benefits of blending the real and Virtual Worlds; enhancement of students? intrinsic motivation; industry-relevant skill transfer; and innovative education that transcends traditional pedagogical practices. These points are illustrated with reference to case studies of IS student projects in Second Life from the University of Hamburg and Curtin Business School. Attention is given to current limitations of this emerging technology, regarding hardware, software, and connectivity. Future developments in both the technology and how it is implemented in educational contexts, integrating the real and virtual worlds via emerging technologies, are mentioned.

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