This document discusses the potential for using the virtual world of Second Life for digital field assignments in courses. It argues that digital field assignments allow students to actively collect and analyze data from the field using technology. This can help students learn by doing and understanding through situated experiences. The document presents Second Life as an immersive 3D virtual environment that can serve as a "field" for qualitative research methods assignments, allowing students to conduct role plays and collect data on topics like identity formation and microaggressions. However, it also notes some limitations to using Second Life.
1 of 16
More Related Content
Michael Reese
1. The Potential for Digital Field Assignments in Second Life This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/.
2. Mike Reese (Kidkooley Xu) Assistant Director, Center for Educational Resources Doctoral Student, Johns Hopkins Sociology Department
3. Digital Field Assignments - course activities in which students collect and analyze data from the field using digital technologies .
4. Active/Situated Learning Hear and you forget; see and you remember; do and you understand. ~Confucius
13. Qualitative Research Methods Field Research in Second Life Bradley University Prof. Beliveau (Ed Lamoureux) Image Source: http://slane.bradley.edu/com/faculty/lamoureux/website2/lamoureux_6_07_nmc.zip