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.
Users
Please
log in to take part in the discussion (add own reviews or comments).