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Article
Let Them Play! Active Learning in a Virtual World
Information Systems Management
  • Shu Z. Schiller, Wright State University - Main Campus
  • Kendall Goodrich, Wright State University - Main Campus
  • Pola B. Gupta, Wright State University - Main Campus
Document Type
Article
Publication Date
1-1-2013
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.

DOI
10.1080/10580530.2013.739891
Citation Information
Shu Z. Schiller, Kendall Goodrich and Pola B. Gupta. "Let Them Play! Active Learning in a Virtual World" Information Systems Management Vol. 30 Iss. 1 (2013) p. 50 - 62 ISSN: 10580530
Available at: http://works.bepress.com/shu_schiller/16/