Virtual Worlds in the General Education Curriculum

dc.contributor.authorBraman, James
dc.contributor.authorMeiselwitz, Gabriele
dc.contributor.authorVincenti, Giovanni
dc.date.accessioned2017-09-19T19:22:41Z
dc.date.available2017-09-19T19:22:41Z
dc.date.issued2013-03
dc.description.abstractVirtual worlds have been an increasing element in professional training and instruction for some time, with many institutions in higher education becoming interested in integrating virtual worlds into the curriculum. Instructors are integrating these virtual worlds in many cases to supplement traditional courses in higher education, however, only few courses exist that use virtual worlds as a primary topic of study. This paper reports about the use of virtual worlds in a newly created general education course for first year students at a mid-sized university, making virtual worlds the primary focus as well as the primary medium for learning course content. It discusses the rationale for the course development, implementation, lessons learned, and student feedback. The paper concludes with a summary and suggestions for future research.en
dc.format.extent6 pagesen
dc.genreconference papers and proceedingsen
dc.identifierdoi:10.13016/M2GB1XH73
dc.identifier.citationBraman, J., Meiselwitz, G, & Vincenti, G. (2013). Virtual Worlds in the General Education Curriculum. Proceedings of the 24th International Conference of the Society for Information Technology and Teacher Education, At New Orleans, Louisiana, 1-6.en
dc.identifier.urihttp://hdl.handle.net/11603/5406
dc.language.isoenen
dc.publisherProceedings of the 24th International Conference of the Society for Information Technology and Teacher Educationen
dc.relation.isAvailableAtUniversity of Baltimore
dc.subjectvirtual worldsen
dc.subjectmulti-user virtual environmentsen
dc.subjectsecond lifeen
dc.subjectMMORPGsen
dc.subjecthigher educationen
dc.titleVirtual Worlds in the General Education Curriculumen
dc.typeTexten

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