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Game-based learning in Second Life. Do Gender and Age Make a Difference?
Karlstads universitet, Estetisk-filosofiska fakulteten, Centrum för genusforskning. Karlstads universitet, Estetisk-filosofiska fakulteten, Avdelningen för humaniora och genusvetenskap.ORCID-id: 0000-0002-7235-0179
2010 (engelsk)Inngår i: Journal of Gaming & Virtual Worlds, ISSN 1757-191X, E-ISSN 1757-1928, Vol. 2, nr 1, s. 53-76Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

New learning technologies have changed the way teaching and learning is delivered.

One of the technologies that offers great potential in helping to motivate and engage

students is game-based learning. Social virtual worlds offer rich interactive threedimensional

collaborative spaces where users can meet and interact. One example

of such an environment is Second Life (http://www.secondlife.com; henceforth

‘Second Life’). This article provides an overview of a recent trial carried out at

Imperial College London aimed to explore gender-related attitudes towards gamebased

learning in Second Life. This article also draws on three recent studies to

furthermore explore gender-related issues in computer and video game play. We

here argue that the gender gap in gaming and learning is becoming less analytically

significant, and in conjunction with this that game experiences have to be viewed

from a more inclusive perspective in regard to game genre, gender and age.

sted, utgiver, år, opplag, sider
2010. Vol. 2, nr 1, s. 53-76
Emneord [en]
games, virtual worlds, Second Life, gender, virtual patients, medicine
HSV kategori
Forskningsprogram
Genusvetenskap
Identifikatorer
URN: urn:nbn:se:kau:diva-12474DOI: 10.1386/jgvw.2.1.53_1OAI: oai:DiVA.org:kau-12474DiVA, id: diva2:511561
Tilgjengelig fra: 2012-03-22 Laget: 2012-03-22 Sist oppdatert: 2020-01-29bibliografisk kontrollert

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