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A Pedagogical Odyssey in Three-Dimensional Virtual Worlds: The SECOND LIFE® Model
Abstract
Schools based in the United States are trapped in a Henry Ford factory model of education that is focused on high-stakes testing. This model was effective when factories needed workers who possessed the same skill set. But the world has changed and societal demands on student learning have increased. Moreover, millions of students are failing to graduate from high school, which is a problem that continues to escalate. In an attempt to prepare students for work in the 21st century and to address the dropout crisis, educators are examining ways to integrate virtual worlds, including digital games, into the curriculum. This chapter begins by summarizing some of the theories that commonly frame the discussions about these worlds. Next an examination of the issues surrounding virtual worlds is presented. The concluding sections outline and describe the pedagogical mnemonic known as the “SECOND LIFE” model.
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