Abstract
The present work investigates the virtual world “Second Life” as an educational tool. The work commences with the very first steps of using the software and it ends up at the construction of a virtual building for the study of a subject in the context of Education for Sustainable Development. The subject is the pedagogical treatment of sharks due to the danger of extinction. The use of the term “Virtual Museum” is the proper term to describe the entire effort. Further than the constructional process, the paper focuses on the investigation of how easy it is for any educator to use this software and how likely it is to be used in a modern classroom in an effective way. In order to achieve that, a few internet sites were developed, a number of on line questionnaires were published and a series of virtual meetings were held. The entire effort was attempted through Internet exclusively.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Bell, D.: Learning from Social Life. British Journal of Educational Technology 40(3), 515–525 (2009)
Bell, J.T., Fogler, H.S.: Recent Developments in Virtual Reality Based Education. In: Proceedings of the American Society for Engineering Education Annual Conference. ASEE, Washington (1996)
Champion, E.M.: Applying Game Design Theory to Virtual Heritage Environments. In: Adcock, M., Gwilt, I., Lee, Y.T. (eds.) Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia - GRAPHITE 2003, Melbourne, Australia, pp. 273–274 (2003)
Dalgarno, B., Hedberg, J., Harper, B.: The Contribution of 3D Environments to Conceptual Understanding. In: Williamson, A., Gunn, C., Young, A., Clear, T. (eds.) Winds of change in the sea of learning: Charting the course of digital education, proceedings of the 19th annual conference of the Australasian Society for Computers in Learning in Tertiary Education, pp. 149–158. UNITEC Institute of Technology, Auckland (2002)
Dreher, C., Reiners, T., Dreher, N., Dreher, H.: Virtual Worlds as a Context Suited for Information Systems Education: Discussion of Pedagogical Experience and Curriculum Design with Reference to Second Life. Journal of Information Systems Education 20(2), 211–224 (2009)
Earnshaw, R., Jones, H., Gigante, M.: Virtual Reality Systems. Academic Press, Orlando Fl (1993)
Fokides, M., Tsolakidis, C.: A Theoretical and a Technical Framework for the Development of Virtual Reality Educational Applications. In: 6th International Workshop on Interactive Computer Aided Learning, Villach, Austria (2003)
Loeffler, C.E., Anderson, T. (eds.): The Virtual Reality Casebook. Van Nostrand Reinhold, New York (1994)
Sotirova, K.: Edutainment games - Homo Culturalis VS Homo Ludens. In: Review of the National Center of Digitization, pp. 84–89. Serbia and Montenegro (2004)
Strangman, N., Hall, T., Meyer, A.: Virtual reality/simulations with UDL. National Center on Accessing the General Curriculum, Wakefield (2003)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Papadamou, T., Gavrilakis, C., Tsolakidis, C., Liarakou, G. (2010). Education for Sustainable Development through the Use of the Second Life: The Case of a Virtual Museum for Sharks. In: Lytras, M.D., et al. Technology Enhanced Learning. Quality of Teaching and Educational Reform. TECH-EDUCATION 2010. Communications in Computer and Information Science, vol 73. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-13166-0_45
Download citation
DOI: https://doi.org/10.1007/978-3-642-13166-0_45
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-13165-3
Online ISBN: 978-3-642-13166-0
eBook Packages: Computer ScienceComputer Science (R0)