How to enable knowledge exchange in Second Life in design education?

被引:13
作者
Thomassen, Aukje [1 ]
Rive, Pete
机构
[1] Massey Univ, Coll Creat Arts, Inst Commun Design, Wellington, New Zealand
关键词
Second Life; design education; innovation; knowledge exchange;
D O I
10.1080/17439884.2010.494427
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
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.
引用
收藏
页码:155 / 169
页数:15
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