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AbstractMassive multiplayer game worlds are hit products used by millions of people. Some make their money in there, some use them for gaming and leisure. But how could these worlds be used within education? This paper discusses the possibilities of distance learning in Second Life. The paper projects a case study done by students at Arcada in spring 2006. It looks at the pedagogical and hardware problems and questions and also looks at the different personal perspectives towards using new media solutions within higher education. The background for the paper is the Marinetta project, begun at Arcada in 2002.