This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support problem-based learning. The project designed, created and evaluated eight scenarios within Second Life (SL) for undergraduate courses in health care management and paramedic training. Evaluation was primarily qualitative, using illuminative evaluation which provided multiple perspectives through interviews, focus groups and questionnaires with designers, facilitators, learning technologists and students. Results showed that SL provided a rich, engaging environment which enhanced authenticity of the scenarios, though there were issues of access and usability. The article concludes by drawing together the lessons learned which will inform educators who seek to design and develop learning scenarios in this medium. Publisher statement: This is an electronic version of an article published in Interactive Learning Environments, 22 (1), pp. 125-141. Interactive Learning Environments is available online at: http://www.tandfonline.com/doi/abs/10.1080/10494820.2011.641681 .
Bibliographical noteThis is an electronic version of an article published in Interactive Learning Environments, 22 (1), pp. 125-141. Interactive Learning Environments is available online at: http://www.tandfonline.com/doi/abs/10.1080/10494820.2011.641681 .
- problem-based learning
- Second Life
- immersive virtual worlds
- 3D MUVE
Beaumont, C., Savin-Baden, M., Conradi, E., & Poulton, T. (2014). Evaluating a Second Life Problem-Based Learning (PBL) demonstrator project: What can we learn? Interactive Learning Environments, 22(1), 125-141. https://doi.org/10.1080/10494820.2011.641681