How to Enable Knowledge Exchange in "Second Life" in Design Education?
The purpose of this study was to examine the factors which facilitate knowledge exchange in the context of Second Life as part of a digital design course. In particular, it examined the knowledge-exchange component of virtual and physical interactions taking place with students working in a virtual lab.
A case study method was used for this research, using the context of a 200-level studio course at one New Zealand university, in which students used the 3D Second Life engine to create movies. Data were gathered by way of observations and questionnaires.
Thomassen, A., & Rive, P. (2010). How to enable knowledge exchange in Second Life in design education? Learning Media and Technology, 35(2), 155-169.