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Journal of Information Systems Education

Abstract

Virtual worlds, computer-based simulated environments in which users interact via avatars, provide an opportunity for the highly realistic enactment of real life activities online. Unlike computer games, which have a pre-defined purpose, pay-off structure, and action patterns, virtual worlds can leave many of these elements for users to determine. One such world, Second Life (SL), is frequently used as platform for revenue generation, information and knowledge sharing, and learning. As a learning environment, Second Life appears to be particularly amenable to action learning, where learners are not simply observers, but plan, implement, observe, and draw conclusions from their actions. We tested the usefulness of SL as an action learning environment in a senior course for management information systems students. The findings demonstrate learning in the SL environment contributes to the students’ perceived value of learning through the Action Learning steps.

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