A case study of teaching religion using the Second Life®

Detalhes bibliográficos
Autor(a) principal: Cassola, Fernando
Data de Publicação: 2012
Outros Autores: Moreira, Fernando
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11328/2440
Resumo: With all the social changes brought by the technology, also in the teaching/learning processes we need to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea and based on some research that is being made in the educational field using didactic games and 3D platforms, can predict that those platforms will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. For this purpose we carried out a case study, during 3 different lessons and involving 4 different grade classes. At the end students were asked to answer a questionnaire. The results obtained are quite positive showing a wide range of opportunities for future usage and implementation of this kind of 3D and virtual world material, such as Second Life.
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spelling A case study of teaching religion using the Second Life®Second lifeVirtual WorldsReligionEducation3D PlatformsTeachingResearchLearningWith all the social changes brought by the technology, also in the teaching/learning processes we need to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea and based on some research that is being made in the educational field using didactic games and 3D platforms, can predict that those platforms will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. For this purpose we carried out a case study, during 3 different lessons and involving 4 different grade classes. At the end students were asked to answer a questionnaire. The results obtained are quite positive showing a wide range of opportunities for future usage and implementation of this kind of 3D and virtual world material, such as Second Life.2018-10-29T15:09:01Z2012-01-01T00:00:00Z2012info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/11328/2440engCassola, FernandoMoreira, Fernandoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-06-15T02:10:48ZPortal AgregadorONG
dc.title.none.fl_str_mv A case study of teaching religion using the Second Life®
title A case study of teaching religion using the Second Life®
spellingShingle A case study of teaching religion using the Second Life®
Cassola, Fernando
Second life
Virtual Worlds
Religion
Education
3D Platforms
Teaching
Research
Learning
title_short A case study of teaching religion using the Second Life®
title_full A case study of teaching religion using the Second Life®
title_fullStr A case study of teaching religion using the Second Life®
title_full_unstemmed A case study of teaching religion using the Second Life®
title_sort A case study of teaching religion using the Second Life®
author Cassola, Fernando
author_facet Cassola, Fernando
Moreira, Fernando
author_role author
author2 Moreira, Fernando
author2_role author
dc.contributor.author.fl_str_mv Cassola, Fernando
Moreira, Fernando
dc.subject.por.fl_str_mv Second life
Virtual Worlds
Religion
Education
3D Platforms
Teaching
Research
Learning
topic Second life
Virtual Worlds
Religion
Education
3D Platforms
Teaching
Research
Learning
description With all the social changes brought by the technology, also in the teaching/learning processes we need to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea and based on some research that is being made in the educational field using didactic games and 3D platforms, can predict that those platforms will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. For this purpose we carried out a case study, during 3 different lessons and involving 4 different grade classes. At the end students were asked to answer a questionnaire. The results obtained are quite positive showing a wide range of opportunities for future usage and implementation of this kind of 3D and virtual world material, such as Second Life.
publishDate 2012
dc.date.none.fl_str_mv 2012-01-01T00:00:00Z
2012
2018-10-29T15:09:01Z
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status_str publishedVersion
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url http://hdl.handle.net/11328/2440
dc.language.iso.fl_str_mv eng
language eng
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