Open Research Online (The Open University) · 2008 · 10 citations · 6 references
EducationEducational TechnologyVirtual Reality DesignVirtual Reality In EducationYouth Culture StudiesCollaborative Virtual EnvironmentsImmersive EnvironmentsImmersive Learning EnvironmentsVirtual Environment DesignVirtual RealityVirtual Worlds3D Virtual WorldsInstructional Design ModelsInstructional ModelsMultiuser Virtual WorldsSecond Life CultureVirtual AvatarsVirtual Community IdentityVirtual Environments In Instruction
Paper presented at Ecologies of Diversities: the developmental and historical interarticulation of human meditational forms: meeting of the International Society for Cultural and Activity Research September 8-13, 2008. This paper examines leadership practices in a virtual community, the Schome Park project. Schome Park, based at the Open University, UK, was the first European closed (i.e. protected) island in Teen Second Life, a multi-user 3D virtual environment. This fully realised, complex interactive 3D environment has no imposed narrative and offers significant engagement for educational projects. The Schome (‘not school not home’) third space community – i.e. not placed in the first space of home or second space of work/school (Oldenburg, 1989)- was set up with the explicit aim of challenging the instructional models and pedagogic practices of the formal, state educational system. In this disembodied environment identities, represented in the virtual world by personalised avatars, possess usefully ambivalent valences. Often adults will join ‘inworld ’ educational events organised and delivered
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