Exploring the affordances of second life machinima as an anchor for classroom-based apprenticeship
journal contribution
posted on 2017-12-06, 00:00authored byNona Muldoon, Jennifer James
The research reported in this paper is part of an ongoing investigation into the design of a technology-enhanced learning environment that draws from approaches embodied in the situated learning theory. In this learning context, Second Life machinima (animated artefact filmed in a 3D virtual environment) is used as an anchor to mediate authentic learning experiences and facilitate apprenticeship-style learning in the classroom. The ultimate aim of the research is to address a long-standing educational problem in accounting education that of failing to help students to achieve higher order outcomes. Research in accounting education has shown that this problem is deeply rooted in the limitations of traditional delivery modes prevailing higher education practices. Among other important findings in the current study, the paper reports that students appreciated the technology-enhanced learning environment, which resulted in significantly increased level of engagement and active learning. Findings revealed that the development of higher order thinking skills is best facilitated in authentic contexts that represent the values and practices of the discipline.
History
Volume
10
Issue
4
Start Page
419
End Page
439
Number of Pages
21
ISSN
1537-2456
Location
Chesapeake, VA
Publisher
Association for the Advancement of Computing in Education
Language
en-aus
Peer Reviewed
Yes
Open Access
No
External Author Affiliations
Learning and Teaching Education Research Centre (LTERC); Learning and Teaching Education Research Centre (LTERC);
Era Eligible
Yes
Journal
International Journal on E-learning: corporate, government, healthcare and higher education.