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    What educational activities fit virtual worlds: towards a theoretical evaluation framework

    135250_135250.pdf (949.4Kb)
    Access Status
    Open access
    Authors
    Jaeger, Bjoern
    Date
    2009
    Type
    Conference Paper
    
    Metadata
    Show full item record
    Citation
    Jaeger, Bjoern. 2009. What educational activities fit virtual worlds: towards a theoretical evaluation framework, in E Chang and Damiani, E. and Hussain, F. K. (ed), 3rd IEEE Intrnational conference on digistal ecosystems and technologies (IEEE DEST2009), May 31 2009, pp. 713-718. Istanbul, Turkey: IEEE Industrial Electronics Society.
    Source Title
    Proceedings of the 3rd IEEE International conference on digital ecosystems and technologies (IEEE DEST 2009
    Source Conference
    3rd IEEE Intrnational conference on digistal ecosystems and technologies (IEEE DEST2009)
    DOI
    10.1109/DEST.2009.5276700
    ISBN
    9781424423460
    Faculty
    Curtin Business School
    School of Information Systems
    Remarks

    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.

    URI
    http://hdl.handle.net/20.500.11937/6725
    Collection
    • Curtin Research Publications
    Abstract

    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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