Remember Me
Or use your Academic/Social account:


Or use your Academic/Social account:


You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.


Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message


Verify Password:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Murray, Jo-Anne; Littleton, Fiona; Dozier, Marshall (2015)
Publisher: AU Press
Languages: English
Types: Article

Classified by OpenAIRE into

Evidence suggests that Second Life (SL) is well received by those studying at a distance; however, little has been done to evaluate how a structured orientation session may affect students’ use and perception of SL. Consequently, this study explored orientation timing and its effect on a group of students registered in a part-time distance education master’s degree program at a large UK University open to international students. An online survey was designed and administered to assess students’ use and perception of SL use and whether these variables changed based on the timing of orientation to SL and its subsequent use. A series of Likert-type scale items were organized to gather the following information: student demographics; and students’ experience with, and thoughts of, SL. Results indicated that the use of an orientation session close to subsequent use of SL for learning activities did positively affect students’ use and perception of SL. Consequently, recommendations from the current findings suggest that if educators foresee a pedagogical benefit to using SL then it is important to ensure that students are provided with a timely and structured orientation to prior to its utilization.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • 1. Baker, S. C., Wentz, R. K., & Woods, M. M. (2009). Using virtual worlds in education: Second Life as an educational tool. Teaching of Psychology 36, 59-64. doi:10.1080/00986280802529079
    • 2. Bates, A. W. (2005). Technology, E-learning and Distance Education. London, UK: Routledge. doi:10.4324/9780203463772
    • 3. Berge, Z., & Collins, M. (1995). Computer-mediated communication and the online classroom in distance education. Computer-Mediated Communication Magazine, 2(4), 6-13. Accessed: http://www.december.com/cmc/mag/1995/apr/berge.html
    • 4. Boellstorff, T. (2008). Coming of age in Second Life. Oxford, NJ: Princeton University Press. doi:10.1111/j.1548-1352.2010.01088.x
    • 5. Broadribb, S. & Carter, C. (2009). Using second life in human resource development. British Journal of Educational Technology, 40(3), 547-550. doi:10.1111/j.1467- 8535.2009.00950.x
    • 6. Bronack, S., Riedl, R. et al. (2006). Learning in the zone: A social constructivist framework for distance education in a 3D virtual world. Interactive Learning Environments, 14(3), 219- 232. doi:10.1080/10494820600909157
    • 7. Burbules, M. (2002). Like a version: Playing with online identities. Educational Philosophy and Theory, 34(4), 387-393. doi:10.1080/0013185022000011781
    • 8. Cheal, C. (2009). Student perceptions of a course taught in Second Life. Innovate: Journal of online Education, 5(5). Accessed: http://www.academia.edu/305096/Student_Perceptions_of_a_Course_Taught_In_Second_Life.
    • 9. Childress, M. D., & Braswell, R. (2006). Using massively multiplayer online role-playing games for online learning. Distance Education, 27(2), 187-196. doi:10.1080/01587910600789522
    • 10. Clark, M. A. (2011). Genome Island: A virtual science environment in Second Life. Turkish Education, 12(3). Accessed: http://tojde.anadolu.edu.tr/tojde43-2/pdf/Volume12Number3- 2.pdf
    • 11. Cobb, S., Heaney, R., Corcoran, O., Henderson-Begg, S. (2009). The learning gains and student perceptions of a Second Life virtual lab. Bioscience Education, 13. doi:10.3108/beej.13.5
    • 12. Dalgarno, B., Lee, M. J. W., Carlson, L., Gregory, S., & Tynan, B. (2011). An Australian and New Zealand scoping study on the use of 3D immersive virtual worlds in higher education. Australasian Journal of Educational Technology, 27(1), 1-15. Accessed: http://www.ascilite.org.au/ajet/ajet27/dalgarno.pdf
    • 13. De Lucia, A., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of a virtual campus on Second Life: The case of Second DMI. Computers and Education, 52, 220-233. doi:10.1016/j.compedu.2008.08.001
    • 14. Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: Two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36 (3), 439-451. doi:10.1111/j.1467-8535.2005.00477.x.
    • 15. Dietz-Uhler, B., Fisher, A., & Han, A. (2008). Designing online courses to promote student retention. Journal of Educational Technology Systems, 36 (1), 105-112. doi:10.2190/et.36.1.g
    • 16. Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2009). Socialization for learning at distance in a 3D multi-user virtual environment. British Journal of Educational Technology, 40 (3), 458-479. doi:10.1111/j.1467-8535.2009.00962.x
    • 17. Garrison, D. & Anderson, T. (2003). E-learning in the 21st Century. London, UK: Routledge Falmer. doi:10.4324/9780203166093
    • 18. Gee, J. P. (2004). What video games have to teach us about learning and literacy. Computers in Education, 1(1), 20. doi:10.1145/950566.950595
    • 19. Hew, K.F., & Cheung, W.S. (2010). Use of three-dimensional (3D) immersive virtual worlds on K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41 (1), 33-55. doi:10.1111/j.1467-8535.2008.00900.x
    • 20. Jarman, L. & Sanchez, J. (2008). The educators coop experience in Second Life: A model for collaboration. Journal for the Research Centre for Educational Technology, 4(2), 66-82.
    • 21. Kamel Boulos, M. N., Hetherington, L., & Wheeler, S. (2007). Second Life: An overview of the potential of 3D virtual worlds in medical and health education. Health Information and Libraries Journal, 24, 233-245. doi:10.1111/j.1471-1842.2007.00733.x.
    • 22. Kirkup, G. (2001). Teacher or avatar? Identity issues in computer-mediated contexts. In: Burge, Elizabeth J. & Haughey, Margaret (Eds.). Using learning technologies: International perspectives on practice. London: Routledge Falmer.
    • 23. Knapper, C. (1988). Lifelong learning and distance education. American Journal of Distance Education, 2(1), 63-72. doi:10.1080/08923648809526609.
    • 24. Lee, M. J. W. (2009). How can 3D virtual worlds be used to support collaborative learning? An analysis of cases from the literature. Journal of e-Learning and Knowledge Society, 5(1), 149-158. Accessed: http://www.je-lks.org/ojs/index.php/Je-LKS_EN/article/view/300/282
    • 25. Leh, A.S. (2001). Computer-mediated communication and social presence in a distance learning environment. International Journal of Educational Telecommunications, 7(2), 109-128. Accessed: http://www.editlib.org/p/8470/
    • 26. Lowe, C. & Clark, M. A. (2008). Student perceptions of learning science in a virtual world. 24th Annual Conference on Distance Teaching and Learning . Madison, Wisconsin, USA.
    • 27. McKerlich, R., Riis, M., Anderson, T., & Eastman, B. (2011). Student perceptions of teaching presence, social presence and cognitive presence in a virtual world. Journal of Online Learning and Teaching, 7(3), 324-336. Accessed: http://jolt.merlot.org/vol7no3/mckerlich_0911.htm
    • 28. Moore, M. G., & Kearsley, G. (2011). Distance education: A systems review of online learning (3rd ed.). California, USA: Wadsworth. Accessed: http://www.cengagebrain.com.au/content/moore20992_1111520992_02.01_chapter01.pdf
    • 29. Rogers, L. (2009). Simulating clinical experience: Exploring Second Life as a learning tool for nurse education. Proceedings ASCILITE.:Auckland, AUS. Accessed: http://www.ascilite.org.au/conferences/auckland09/procs/rogers.pdf
    • 30. Rovai, A. (2002). Building a sense of community at a distance. International Review of Research in Open and Distance Learning, 3(1), 1-16. Accessed: http://www.irrodl.org/index.php/irrodl/article/view/79/152
    • 31. Sanchez, J. (2009). Barriers to student learning in Second Life. Library Technology Reports, 45 (2), 29-34. doi:10.5860/ltr.45n4
    • 32. Simkins, S., Maier, M., & Rhem, J. (2009). Just-In-Time Teaching: Across the Disciplines, and Across the Academy (New Pedagogies and Practices for Teaching in Higher Education ). Virginia, USA: Stylus Publishing. doi:10.1111/j.1467-9647.2011.00733.x
    • 33. Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places". Journal of Computer-Mediated Communication 11, 885- 909. doi:10.1111/j.1083-6101.2006.00300.x
    • 34. Stott, D. (2007). Learning the second way. British Medical Journal, 335(7630), 1122-1123. doi:10.1136/bmj.39400.460139.941
    • 35. Turkle, S. (1995). Life on the screen: Identity in the age of the internet . London, UK: Weidenfeld and Nicolson. doi:10.1177/135485659700300112
    • 36. Warburton, S. (2009). Second Life in higher education: Assessing the potential for and barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40 (3), 141-426. doi:10.1111/j.1467-8535.2009.00952.x
    • 37. Warburton, S. & Perez-Garcia, M. (2009). 3D Design and Collaboration in Massively MultiUser Virtual Environments (MUVEs). In D. Russel, Cases on collaboration in Virtual Learning Environments: Processes and interactions. Hershey, PA, IGI Global. doi:10.4018/978-1- 60566-878-9.ch002
    • 38. Wenger, E. (1998). Communities of Practice: Learning, meaning and identity . Cambridge: Cambridge University Press. doi:10.1017/cbo9780511803932.018
    • 39. Witmer, B. G. and M. J. Singer (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 95 (5), 497- 503. doi:10.1162/105474698565686
  • No related research data.
  • No similar publications.

Share - Bookmark

Download from

Cite this article