Game-based learning in Second Life. Do gender and age make a difference? | Intellect Skip to content
1981
Volume 2, Issue 1
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

New learning technologies have changed the way teaching and learning is delivered. One of the technologies that offers great potential in helping to motivate and engage students is game-based learning. Social virtual worlds offer rich interactive three-dimensional collaborative spaces where users can meet and interact. One example of such an environment is (<ext-link xmlns:xlink="http://www.w3.org/1999/xlink" ext-link-type="uri" xlink:href="http://www.secondlife.com">http://www.secondlife.com</ext-link>; henceforth ). This article provides an overview of a recent trial carried out at Imperial College London aimed to explore gender-related attitudes towards game-based learning in . This article also draws on three recent studies to furthermore explore gender-related issues in computer and video game play. We here argue that the gender gap in gaming and learning is becoming less analytically significant, and in conjunction with this that game experiences have to be viewed from a more inclusive perspective in regard to game genre, gender and age.

Loading

Article metrics loading...

/content/journals/10.1386/jgvw.2.1.53_1
2010-05-01
2024-04-27
Loading full text...

Full text loading...

http://instance.metastore.ingenta.com/content/journals/10.1386/jgvw.2.1.53_1
Loading
  • Article Type: Article
Keyword(s): games; gender; medicine; Second Life; virtual patients; virtual worlds
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error