Zusammenfassung
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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