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Developing Digital Literacies in Second Life: Bringing Second Life to Business Writing Pedagogy and Corporate Training

Developing Digital Literacies in Second Life: Bringing Second Life to Business Writing Pedagogy and Corporate Training
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Author(s): Dirk Remley (Kent State University, USA)
Copyright: 2010
Pages: 25
Source title: Virtual Environments for Corporate Education: Employee Learning and Solutions
Source Author(s)/Editor(s): William Ritke-Jones (Cybermations Consulting Group, USA)
DOI: 10.4018/978-1-61520-619-3.ch010

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Abstract

The proliferation of virtual environments and their use in business and industry begs the question of where in higher education and corporate training various literacies associated with these digital environments, such as using the technology and critically examining its affordances and constraints in applications, can occur. The author argues that such literacy training can occur in business writing courses as well as in corporate training environments that engage students and trainees in situated learning experiences. This chapter describes an instructional approach that integrates Second Life in a business writing course, which could also be applied in corporate training; and it reports on survey research related to student perceptions of their learning experience with that pedagogy. The discussion also includes how the instruction can be implemented in a corporate training environment to give employees experience using and critiquing business applications in Second Life. Generally, students perceive that Second Life is appropriate to include in business writing pedagogy because it is relevant to their career development as more companies use it in their operations. Implications of this study include identifying activities to help train students with virtual environments that they may experience in workplaces after graduation and offering activities that can be used by corporate trainers to help those already in workplaces develop these situated digital literacies.

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