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 language | American English |
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Journal | Information Systems Management |
Volume | 30 |
DOIs | |
State | Published - 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