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Empirical Evidence and Practical Cases for Using Virtual Worlds in Educational Contexts
Abstract
The purpose of this chapter is to offer practical ideas and cases for educational use of the Second Life® virtual world with Web 2.0 based technology. Virtual worlds with Web 2.0 technologies have many methods for testing users’ experiences about and mutual understanding of other people, extending limited human capacities, and improving valuable skills in educational contexts. Through these activities, learners may receive positive feedback and beneficial learning experiences. In this chapter, the authors introduce three cases and provide empirical evidence for effective usage within three educational contexts: 1, offering a field trip in virtual space, 2 switching gender roles in the Second Life® virtual world to understand opposite genders, and 3. Object-making and manipulation activities to improve spatial reasoning.
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