2 research outputs found

    Enriching student experience and inter-professional learning of inclusive design with Second Life

    Full text link
    This position paper reflects rapid advances in immersive 2D and 3D eLearning technologies and the expanding pool of ideas and applications in higher education across two professions. Inspiration has been drawn from examples in design learning, and various multidisciplinary collaborative projects through developmental research in Multi-User Virtual Environments (MUVEs). Linden Lab\u27s Second Life (SL) is the most mature and popular of the &lsquo;persistent&rsquo; virtual worlds. The study described in this paper aims to increase the authenticity of student learning through a range of SL simulated &lsquo;life experiences&rsquo; relating to accessibility and mobility in the built environment. Significantly, the successes of such initiatives lie in several elements: teaching champions with vision and courage; detailed scripting of precise role-play encounters for first-time users to provide supportive &lsquo;blended learning&rsquo; contexts; careful and vigilant strategic management of facilities and resources, and a robust design program. This paper focuses on the crucial alignment of these elements to the specific challenges of designing and navigating conception and development processes, to enable the execution and delivery of a tightly defined script for meaningful and memorable learning outcomes. This innovative pedagogical approach lacks time-tested outcomes, but is recognised equally as opportunity and challenge; risk and reward.<br /
    corecore