IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Using Virtual Worlds for Learning

Using Virtual Worlds for Learning
View Sample PDF
Author(s): Lea Kuznik (University of Ljubljana, Slovenia)
Copyright: 2010
Pages: 13
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.ch001

Purchase

View Using Virtual Worlds for Learning on the publisher's website for pricing and purchasing information.

Abstract

Virtual worlds for adults (e.g. Second Life), youth (e.g. Habbo) and children (e.g. Whyville) have a great potential for learning and teaching practices for enriching wider public and engendering collective experience and collaboration. Informal learning environments such as virtual worlds offer people various intellectual and sensory activities or »peak« experiences, according to Gogala. Virtual worlds promote social interaction and offer visitors an opportunity for various interactive activities which can sometimes not be realized in real life corporate learning and training which is one of the major concerns for large companies. Adults can explore and learn in a different way and from a different perspective. Virtual worlds represent a new medium that allows people to connect in new virtual ways and offer new challenges in the corporate educational field.

Related Content

Sunil Ramlall, Ted Cross, Michelle Love. © 2022. 13 pages.
Huri B. Kose, Isha Kalanee, Yetkin Yildirim. © 2022. 13 pages.
Zeynep Merve Ünal. © 2022. 28 pages.
Sharon Kehl Califano. © 2022. 16 pages.
Miary Andriamiarisoa. © 2022. 23 pages.
Matthew Williwam Hurtienne. © 2022. 17 pages.
Emily Guetzoian. © 2022. 18 pages.
Body Bottom