Skip to main content

Added Value of Teaching in a Virtual World

  • Chapter
The Immersive Internet

Abstract

It is unfortunate that we often think of virtual worlds in education as a forced application of technology rather than an opportunity to test new theories and educational methodologies or as a way to step into our collective and individual knowledge in a way that we have never been able to do before. Although virtual worlds have been around for many years, their real potential and use for educational purposes has only recently been made evident through affordances involving the replication of teaching environments and museums, art galleries as well as potentially hazardous environments such as laboratories. According to the article ‘Serious Virtual Worlds’,

the lines between virtual worlds, games and social networking are blurring significantly leading to the assertion that over the next five years the majority of young people under 18 will have avatars and be using these kinds of applications daily and therefore have different expectations about how education may be delivered to them.

(de Freitas, 2008)

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 16.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Christensen, I. R (2010) ‘Empowering Teachers in Secondary School — Designing a Course on Virtual Worlds Teaching’, Proceedings Online Education, Berlin, December 2010, pp. 86–90.

    Google Scholar 

  • de Freitas, S. (2008) Serious Virtual Worlds, A Scoping Study, prepared for the JISC e-Learning Programme.

    Google Scholar 

  • Lim, K. Y. T. (2009) ‘Editor’s Comer: The Six Learnings of Second Life — A Framework for Designing Curricular Interventions In-world’, Journal of Virtual Worlds Research, 2, 1, Pedagogy, Education and Innovation in 3-D Virtual Worlds, pp. 3–11.

    Google Scholar 

  • Pivec, M., Stefanelli, C., Christensen, I. M., and Pauschenwein, J. (2011) ‘AVATAR — The Course: Recommendations for Using 3D Virtual Environments for Teaching’, eLearning Papers — Game-Based Learning: New Practices, New Classrooms, 25, July 2011. Accessed 8 May 2012, http://www.elearningpapers.eu

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2013 Inger-Marie Falgren Christensen, Andrew Marunchak, and Cristina Stefanelli

About this chapter

Cite this chapter

Christensen, IM.F., Marunchak, A., Stefanelli, C. (2013). Added Value of Teaching in a Virtual World. In: Teigland, R., Power, D. (eds) The Immersive Internet. Palgrave Macmillan, London. https://doi.org/10.1057/9781137283023_11

Download citation

Publish with us

Policies and ethics