Reviewing virtual worlds' design implications in education, suggesting enhanced learning experiences.
The success of Second Life has supported wider use of virtual worlds, especially as learning environments. This article reviews current research on virtual worlds and draws implications for design. Specifically, virtual worlds are defined and 15 case studies are summarized through 3 lenses: inherent characteristics, pedagogical approach, and student perceptions. Constructivism and constructionism were most frequently cited as grounding theories and students were generally receptive to the use of virtual worlds despite concerns related to technological requirements and collaborative and communication tools. Research also revealed that the design of such environments may be changing from focusing on learning objectives to supporting a learning experience.
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Dass et al. (2011) studied this question.
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