the potential, the pitfalls, and the promise of multi-user virtual environments: getting a second life.

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    • Abstract:
      The article examines educational possibilities connected with the use of multi-user virtual environments (MUVE), such as Second Life. It notes that these online virtual worlds provide a place where users can meet, communicate, and create interactive worlds. Examples of MUVE use in various academic disciplines, including language arts, history, and culture are presented and include performances of Shakespearean plays, recreations of historical sites, and visits to recreations foreign locations. Problems connected with MUVEs, including inappropriate behavior, mature content, and bandwith are also discussed.