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Serious playground: using Second Life to engage high school students in urban planning
Journal article   Open access   Peer reviewed

Serious playground: using Second Life to engage high school students in urban planning

Kerry M Mallan, Marcus Foth, Ruth Greenaway and Greg T Young
Learning, Media & Technology, Vol.35(2), pp.203-225
2010
pdf
PDF - Author's Accepted Version2.23 MBDownloadView
Accepted VersionPDF - Author Accepted Version Open Access
url
https://doi.org/10.1080/17439884.2010.494432View
Published Version

Abstract

Second Life constructivist learning text as game urban informatics play virtual world urban informatics neogeography
Virtual world platforms such as Second Life have been successfully used in educational contexts to motivate and engage learners. This article reports on an exploratory workshop involving a group of high school students using Second Life for an urban planning project. Young people are traditionally an under-represented demographic when it comes to participating in urban planning and decision making processes. The research team developed activities that combined technology with a constructivist approach to learning. Real world experiences and purposes ensured that the workshop enabled students to see the relevance of their learning. Our design also ensured that play remained an important part of the learning. By conceiving of the workshop as a 'serious playground' we investigated the ludic potential of learning in a virtual world.

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#11 Sustainable Cities and Communities

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