Getting To Know Your Avatar In Second Life
The University of Queensland
Faculty of Education and Arts
School of Communications and Arts / Centre for Research in Entertainment, Arts, Technology, Education and Communications
Three-dimensional virtual environments lend themselves to teaching and learning by engaging both on-campus and distance students in ways different from the classroom environment. The new virtual environment provides scope to reflect on embodiment, interaction, and connectivity that is not possible in the corporeal environment. The following paper uses a student workshop, conducted in the virtual environment of Second Life, as a case study of student engagement, embodiment, and interaction. The study reveals a range of student perceptions that relate to their acceptance, anxieties, and fears about this new communication technology and its potential application in both education and society.