What educational activities fit virtual worlds: towards a theoretical evaluation framework
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Copyright © 2009 IEEE This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.
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Many universities and colleges are investing in teaching and learning developments in virtual worlds despite a lack of any clear guidelines or rules for when virtual worlds will provide benfits over established communication media. Among activities that have been successfully tried out so far are interpersonal role play and oral language education, while other practices like traditional lecturing and business transaction oriented role plays seem to be less suitable for successful implementation. Our objective in this paper is to develop an evaluative framework educational for educational activities in virtual worlds based on Media Richness and Task Closure Theories from Management Informatin Systems. We demonstrate the use of the framework for three educational activities conducted in the virtual world of Second Life.
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