Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/5166
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dc.contributorDepartment of English-
dc.creatorGui, D-
dc.creatorLi, L-
dc.creatorWong, DLF-
dc.creatorAu Yeung, G-
dc.date.accessioned2014-12-11T08:22:47Z-
dc.date.available2014-12-11T08:22:47Z-
dc.identifier.issn2040-3550-
dc.identifier.urihttp://hdl.handle.net/10397/5166-
dc.language.isoenen_US
dc.publisherIntellecten_US
dc.rightsReproduced with permission of the author.en_US
dc.subjectCollaborative learningen_US
dc.subjectCreativityen_US
dc.subjectLanguage learningen_US
dc.subjectSecond lifeen_US
dc.subjectTechnical writingen_US
dc.subjectVirtual departmenten_US
dc.titleGood to use for virtual consultation time : second life activities for and beyond the technical and web-based English writing classroomen_US
dc.typeJournal/Magazine Articleen_US
dc.description.otherinformationAuthor name used in this manuscript: Dean A. F. Guien_US
dc.description.otherinformationAuthor name used in this manuscript: Dora Wongen_US
dc.identifier.spage57-
dc.identifier.epage76-
dc.identifier.volume2-
dc.identifier.issue1-
dc.identifier.doi10.1386/mvcr.2.1.57_1-
dcterms.abstractThis empirical study evaluates comments provided by first year undergraduate students from an English for Technical and Web-Based Writing (ETWW) course at the Hong Kong Polytechnic University (HK PolyU) from the second semester of the 2009/2010 academic year. Students were asked to describe their experiences with an in-class task consisting of creating a movie poster, and then responding to and evaluating each other's work in a showcase area designed within the HK PolyU Second Life (SL) virtual campus. Sources of student comments considered included HK PolyU iFeedback forms and video-recorded focus group sessions. The information was then filtered for facilitation of other possibilities in language learning. The authors examine how these activities could be applied in a collaborative learning environment and other collaborative contexts. The goal of this study is to show the creative abilities of students from a technical writing course to think beyond the technical writing classroom. Creating activities of this nature can not only substantiate claims of practical applicability from a virtual world into the physical world, but also acknowledges the benefits of three-dimensional platforms over two-dimensional platforms. While some of the ideas mentioned (like creating and featuring films in three-dimensional virtual environments) are not novel, they are relevant in showing the quick adaptability of first year university students – many of whom have little to no knowledge of SL, and who tend to view virtual worlds simply as another 'game' – in creative thinking and learning. Additionally, the authors consider the relationships between extension projects and the in-class poster task, and the implications of these projects for a potential virtual Department of English.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationMetaverse creativity, June 2012, v. 2, no.1, p. 57-76-
dcterms.isPartOfMetaverse creativity-
dcterms.issued2012-06-
dc.identifier.rosgroupidr60931-
dc.description.ros2011-2012 > Academic research: refereed > Publication in refereed journal-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberOA_IR/PIRAen_US
dc.description.pubStatusPublisheden_US
Appears in Collections:Journal/Magazine Article
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