Let Them Play! Active Learning in a Virtual World

Shu Z. Schiller, Kendall Goodrich, Pola B. Gupta

Research output: Contribution to journalArticlepeer-review

Abstract

In this research, the authors introduce Second Life in undergraduate marketing courses to evaluate its impact on learning. Following the principles of active learning, they conducted two studies (“observing-reflection” and “observing-doing-reflection”) in which a total of 201 marketing students participated. Findings show that students who feel Second Life is more game-like and easy to use report greater effectiveness of learning. When “doing” is incorporated in learning activity, enjoyment and learning outcomes improve significantly.

Original languageAmerican English
JournalInformation Systems Management
Volume30
DOIs
StatePublished - Jan 1 2013

Keywords

  • Active Learning
  • Marketing Education
  • Second Life
  • Virtual Worlds

Disciplines

  • Business
  • Higher Education
  • Management Information Systems
  • Operations and Supply Chain Management
  • Scholarship of Teaching and Learning

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