How to enable knowledge exchange in Second Life in design education?
A. Thomassen, and P. Rive. Learning, Media and Technology, 35 (2):
155 - 169(2010)
Abstract
The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in Second Life. Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and the weaknesses of using Second Life for knowledge exchange. Learning is a process of creating knowledge, and so we observed the input and the output of the process. A literature review of knowledge creation considering the exchange of both tacit and explicit knowledge exchange informs our theory. Teaching occurred both remotely and, in person, in a media lab that included a physical presence of 33 students using networked computers and also allowed virtual presence in Second Life. The students also experienced a mixed-reality environment in which they collaborated sometimes in close physical proximity and sometimes only together in the virtual space. The exchange of tacit knowledge in a shared physical environment was regarded as a benchmark for knowledge exchange in Second Life, and we will conclude this article with some suggestions how that could be more closely simulated.
%0 Journal Article
%1 aukje2010enable
%A Thomassen, Aukje
%A Rive, Pete
%D 2010
%J Learning, Media and Technology
%K design education learning secondlife virtual virtualworlds worlds
%N 2
%P 155 - 169
%T How to enable knowledge exchange in Second Life in design education?
%U http://www.informaworld.com/10.1080/17439884.2010.494427
%V 35
%X The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in Second Life. Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and the weaknesses of using Second Life for knowledge exchange. Learning is a process of creating knowledge, and so we observed the input and the output of the process. A literature review of knowledge creation considering the exchange of both tacit and explicit knowledge exchange informs our theory. Teaching occurred both remotely and, in person, in a media lab that included a physical presence of 33 students using networked computers and also allowed virtual presence in Second Life. The students also experienced a mixed-reality environment in which they collaborated sometimes in close physical proximity and sometimes only together in the virtual space. The exchange of tacit knowledge in a shared physical environment was regarded as a benchmark for knowledge exchange in Second Life, and we will conclude this article with some suggestions how that could be more closely simulated.
@article{aukje2010enable,
abstract = {The theory and lessons of knowledge exchange, in both a physical and virtual environment, suggest a framework for understanding the specific requirements for a digital design class in Second Life. Through teaching and observing students who were asked to complete a machinima project, our research provided examples of the strengths and the weaknesses of using Second Life for knowledge exchange. Learning is a process of creating knowledge, and so we observed the input and the output of the process. A literature review of knowledge creation considering the exchange of both tacit and explicit knowledge exchange informs our theory. Teaching occurred both remotely and, in person, in a media lab that included a physical presence of 33 students using networked computers and also allowed virtual presence in Second Life. The students also experienced a mixed-reality environment in which they collaborated sometimes in close physical proximity and sometimes only together in the virtual space. The exchange of tacit knowledge in a shared physical environment was regarded as a benchmark for knowledge exchange in Second Life, and we will conclude this article with some suggestions how that could be more closely simulated.
},
added-at = {2010-08-27T12:45:48.000+0200},
author = {Thomassen, Aukje and Rive, Pete},
biburl = {https://www.bibsonomy.org/bibtex/22346b91dba5fb0f50e96cd44b6269067/yish},
interhash = {18d0c75d10a422b4f4a78b4265ef1b15},
intrahash = {2346b91dba5fb0f50e96cd44b6269067},
issn = {1743-9884},
journal = {Learning, Media and Technology},
keywords = {design education learning secondlife virtual virtualworlds worlds},
number = 2,
pages = {155 - 169},
timestamp = {2010-08-27T12:45:48.000+0200},
title = {How to enable knowledge exchange in Second Life in design education?},
url = {http://www.informaworld.com/10.1080/17439884.2010.494427},
volume = 35,
year = 2010
}