Virtual worlds in higher education: A policy simulation

Research output: Contribution to journalArticle

1 Scopus citations

Abstract

The purpose of this paper is to explore whether virtual worlds can provide a setting for a rewarding learning experience for college students. The paper describes a policy-making simulation conducted within a virtual world and the results of an analysis conducted to assess its learning effectiveness. Our analysis, drawn from eight 'learning principles' advanced by Gee (2003), indicates that the levels of enthusiasm and learning that take place within a virtual world can differ considerably for different students: while some prefer traditional online methods, others are more enthusiastic about virtual world settings. Of the eight principles we considered, we found evidence to support 'identity and self knowledge', 'active learning', 'psychological moratorium' and 'content' principles. The 'affinity', 'transfer' and 'exploration' principles were not as well supported. In conclusion, we recommend that instructors give serious consideration to using virtual worlds as a tool to support interactive activities of students such as simulations.

Original languageEnglish (US)
Pages (from-to)415-432
Number of pages18
JournalInternational Journal of Networking and Virtual Organisations
Volume7
Issue number5
DOIs
StatePublished - Aug 2010

Keywords

  • Distance education
  • Online education
  • Policy
  • Role-playing game
  • Simulation
  • Virtual world

ASJC Scopus subject areas

  • Computer Science Applications
  • Computer Networks and Communications
  • Strategy and Management
  • Information Systems and Management

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