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Titlebook: Researching Learning in Virtual Worlds; Anna Peachey,Julia Gillen,Sarah Smith-Robbins Book 2010 Springer-Verlag London 2010 Avatars.Digita

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Learning, Teaching and Ambiguity in Virtual Worlds, which learning practices in online worlds such as World of Warcraft and Second Life. (SL) were investigated. Working within an action research framework, we employed a range of methods to investigate how members of online communities define the worlds they encounter, negotiate the terms of particip
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,The Second Life Researcher Toolkit – An Exploration of Inworld Tools, Methods and Approaches for Re relative novelty of the use of virtual world environments in higher education many such projects are still at pilot stage. However the initial pilot and experimentation stage will have to be followed by a rigorous evaluation process as for more traditional teaching projects. The chapter addresses i
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New Literacies in Schome Park,roject (SPP). This project worked with teenagers on the first European “closed” (i.e. protected) island in the 3D virtual world Teen Second Life. (TSL) as described in the previous chapter. Firstly I introduce an ethnographic perspective on this lengthy, rich project and reflect on my own interpreti
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The Third Place in Second Life: Real Life Community in a Virtual World,ew to a point where an average of between 150 and 250 unique users in any 7-day period are active in an OU area. This chapter charts the history of the development of the OU Second Life social community and considers the nature of that activity at a point of critical change, in January 2009, shortly
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Learning and Teaching in Virtual Worlds: Boundaries, Challenges and Opportunities,esence in environments such as Second Life. (SL), but there is little guidance to educators on how to best make use of the affordances of virtual worlds. In this chapter, we use our own practical experiences of developing learning experiences in SL as a base from which to examine the boundaries, cha
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