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Second life for assessing postgraduate learning: Student perspectives

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posted on 2023-08-29, 23:07 authored by E Huber, Y Blount
This case describes how an assessment task for a postgraduate unit (Information Systems in Business) was developed and delivered using the virtual world platform Second Life. Students investigated and reflected upon the appropriateness of particular technologies for organizations and in particular for an insurance company. The assessment task was undertaken twice during 2010 and reflections from the students on their learning in relation to this task are included. The lecturer also reflected on the students' learning and application of technology skills, and these two sets of reflections were triangulated with data collected in a survey of the two student cohorts. Emergent themes from the data included graphics and interface, ease of use, game versus virtual world, business context usefulness, and social network characteristics, and these are discussed. Implications for designing authentic learning and assessment tasks with virtual worlds in a higher education context are explored in this chapter. The authors conclude that virtual worlds are a suitable application to support students learning of content knowledge, providing the technology is constructively aligned with the curriculum.

History

Chapter number

2

Pagination

36-61

ISSN

2327-1825

eISSN

2327-1833

ISBN-13

9781466644700

ISBN-10

1466644702

Language

eng

Publication classification

B1.1 Book chapter

Extent

7

Editor/Contributor(s)

Kennedy-Clark S, Everett K, Wheeler P

Publisher

IGI GLOBAL

Place of publication

Hershey, Pa.

Title of book

Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education

Series

Advances in Game-Based Learning

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