Both the School of Education and the discipline of Criminology at Deakin University have been using the 3-dimensional virtual environment Second Life to deliver curriculum content and to engage students with each other and with teaching staff. The nature of this platform is facilitating more proactive student engagement with technology, including increased student competence in sharing artwork, problem solving and general discussion of complex criminological issues. In this paper, we provide some examples of how we are using Second Life in our curriculum offerings in Education and Criminology as a tool to promote greater engagement, particularly for students undertaking these courses by distance. We outline how the immersive nature of this platform can enhance the level of student interaction to produce a deeper form of engagement with our Unit material than is possible through conventional text and web-based document repositories.
|Keywords:||Virtual Worlds, Second Life, Engagement, Technology, Education, Criminology, Immersive Learning|
Lecturer, School of Education, Faculty of Arts and Education, Deakin University, Geelong, Victoria, Australia
Lecturer in Criminology, School of History Heritage and Society, Faculty of Arts and Education, Deakin University, Geelong, Victoria, Australia
There are currently no reviews of this product.Write a Review