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 Thomassen2010
%A Thomassen, Aukje
%A Rive, Pete
%D 2010
%I Routledge
%J Learning, Media and Technology
%K imported
%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{Thomassen2010,
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 = {2010-12-06T10:20:29.000+0100},
author = {Thomassen, Aukje and Rive, Pete},
biburl = {https://www.bibsonomy.org/bibtex/22346b91dba5fb0f50e96cd44b6269067/vwedu},
file = {Thomassen2010.pdf:Thomassen2010.pdf:PDF},
interhash = {18d0c75d10a422b4f4a78b4265ef1b15},
intrahash = {2346b91dba5fb0f50e96cd44b6269067},
journal = {Learning, Media and Technology},
keywords = {imported},
number = 2,
owner = {istohuvila},
pages = {155--169},
publisher = {Routledge},
timestamp = {2010-12-06T10:20:30.000+0100},
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
}