Excited at the prospects of engaging their Net Generation students, educators worldwide are attempting to exploit the affordances of three- dimensional (3D) virtual worlds such as Second Life, citing "collaborative learning" as rationale, though often without careful consideration of the design of learning activities to support and enable collaboration. Drawing on three recent examples of 3D virtual worlds in education, the primary aim of this article is to critically assess the evidence that well-designed learning interventions using these types of environments are able to exhibit the key ingredients or elements of collaborative learning. The article concludes with a consideration of some of the problems and challenges that exist, before offering number of recommendations for practitioners.
|Number of pages||10|
|Journal||Journal of E-Learning and Knowledge Society|
|Publication status||Published - 2009|