This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using Second Life, the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds provided additional benefits to student learning and engagement through fun and intellectual simulation of play. The virtual world environment allowed students to interact in a novel and unique way, improving upon traditional studio education.
%0 Journal Article
%1 david2010second
%A Thomas, David
%A Hollander, Justin B.
%A Doyle, Denise
%A Voulgari, Iro
%A Komis, Vassilis
%A Thomassen, Aukje
%A Rive, Pete
%A Jin, Li
%A Wen, Zhigang
%A Gough, Norman
%A Mallan, Kerry
%A Foth, Marcus
%A Greenaway, Ruth
%A Young, Greg T.
%A Hunsinger, Jeremy
%A Krotoski, Aleks
%A Minocha, Shailey
%A Reeves, Ahmad John
%D 2010
%J Learning, Media and Technology
%K design learning secondlife
%N 2
%P 227 - 242
%T The city at play: Second Life and the virtual urban planning studio
%U http://www.informaworld.com/10.1080/17439884.2010.494433
%V 35
%X This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using Second Life, the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds provided additional benefits to student learning and engagement through fun and intellectual simulation of play. The virtual world environment allowed students to interact in a novel and unique way, improving upon traditional studio education.
@article{david2010second,
abstract = {This study interrogates the idea of using videogames and game-like virtual worlds as a means to advance studio education pedagogy. Looking at a series of case studies of urban planning courses taught using Second Life, the results describe the potentials, and limits, of this emerging digital media. Key findings are that the virtual worlds provided additional benefits to student learning and engagement through fun and intellectual simulation of play. The virtual world environment allowed students to interact in a novel and unique way, improving upon traditional studio education.
},
added-at = {2010-08-27T12:40:50.000+0200},
author = {Thomas, David and Hollander, Justin B. and Doyle, Denise and Voulgari, Iro and Komis, Vassilis and Thomassen, Aukje and Rive, Pete and Jin, Li and Wen, Zhigang and Gough, Norman and Mallan, Kerry and Foth, Marcus and Greenaway, Ruth and Young, Greg T. and Hunsinger, Jeremy and Krotoski, Aleks and Minocha, Shailey and Reeves, Ahmad John},
biburl = {https://www.bibsonomy.org/bibtex/2fba3151a5c433800b46240bafe0c4e2e/yish},
interhash = {4ae53ccccc24bbd981e6e6dcb9fbc650},
intrahash = {fba3151a5c433800b46240bafe0c4e2e},
issn = {1743-9884},
journal = {Learning, Media and Technology},
keywords = {design learning secondlife},
number = 2,
pages = {227 - 242},
timestamp = {2010-08-27T12:40:50.000+0200},
title = {The city at play: Second Life and the virtual urban planning studio},
url = {http://www.informaworld.com/10.1080/17439884.2010.494433},
volume = 35,
year = 2010
}