an article by Shu Z. Schiller, Kendall Goodrich and Pola B. Gupta (Wright State University, Ohio, USA) published in Information Systems Management Volume 30 Issue 1 (2013)
Abstract
In this research, the authors introduce Second Life in undergraduate marketing courses to evaluate its impact on learning.
Following the principles of active learning, they conducted two studies (“observing-reflection” and “observing-doing-reflection”) in which a total of 201 marketing students participated.
Findings show that students who feel Second Life is more game-like and easy to use report greater effectiveness of learning. When “doing” is incorporated in learning activity, enjoyment and learning outcomes improve significantly.
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