Problem-based learning spanning real and virtual words: a case study in Second Life
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interacti...
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Format: | Book |
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Association for Learning Technology,
2008-12-01T00:00:00Z.
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Call Number: |
A1234.567 |
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Copy 1 | Available |