This chapter discusses two instructional designs that sought to leverage the multiuser virtual environment Second Life to support learning and instruction with both undergraduate and graduate students at two different universities. We examine each of these curricular developments in depth and provide findings from research conducted with each. Using data collected from students and faculty, we describe 11 research-based virtual world design principles that emerged from each experience that include such suggestions as Create opportunities for sustaining virtual community beyond a task and Expect your learners to go off-task. These principles may be used by readers to guide future designs that use virtual worlds to support learning.
Warren, S.J. and Wakefield, J.S. (2011), "Instructional Design Frameworks for Second Life® Virtual Learning", Hinrichs, R. and Wankel, C. (Ed.) Transforming Virtual World Learning (Cutting-Edge Technologies in Higher Education, Vol. 4), Emerald Group Publishing Limited, Leeds, pp. 113-161. https://doi.org/10.1108/S2044-9968(2011)0000004010
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