ABSTRACT
Second Life (SL) is an online virtual world with pedagogical applications such as digital storytelling, role-playing, and community engagement. As a web-based learning platform, Second Life has already gained the attention of educators around the globe, however, this has not been explored yet in the local educational setting. In an environment where an efficient and effective transfer of learning is becoming a challenge amidst technological advancements, this studyproposes the use of Second Life as a web-based learning platform in delivering classroom instruction for senior high school students aging 16-17 years old. This study aims to identify the effect of using Second Life in the academic achievement of the learners. The respondents were from a city-funded local university involving two sections comprised of 30 students each with similar cognitive ability, where one of the groups used the traditional approach and the other used Second Life as a learning platform. In this study, the computed mean value for the non-SL group was 20.10 and 29.93 for the SL group. Based on the level of proficiency, this showed a significantly higher post-academic achievement with 77% of the SL group as compared to the 0% of the non-SL group in terms of the frequency of students at the outstanding level. The delivery of classroom instruction, which may be challenging but incorporating technology as a part of the 21st century learning, will be an advantage to both the teacher and the students.
- Saul McLeod. 2013. The Experiential Learning Cycles. Retrieved Apr 17, 2017 from: https://www.simplypsychology.org/learning-kolb.htmlGoogle Scholar
- Michael N. DeMers. 2010. Second life as a surrogate for experiential learning. International Journal of Virtual and Personal Learning Environment (IJVPLE) 1, 2 (June 2, 2017), 16--17.Google Scholar
- Chih Ming Chen and Ming-Chuan Chen. 2008. Mobile formative assessment tool based on data mining techniques for supporting web-based learning. Computers &Education 52, 2009 (Sept 28, 2017), 256--273. Google ScholarDigital Library
- Rui Wang, Sidney Newton, Russell Lowe. 2015. Experiential learning styles in the age of virtual surrogate. International Journal of Architectural Research 9, 3 (April 2, 2017), 93--110. Retrieved from: http://archnet-ijar.net/index.php/IJAR/article/view/715/pdfGoogle Scholar
- Patricia Armstrong. 2017. Bloom's Taxonomy. Retrieved Oct 3, 2017 from https://cft.vanderbilt.edu/guides-sub-pages/blooms-taxonomy/Google Scholar
- Khe Foon Hew and Thomas Brush. 2007. Integrating technology into K-12 teaching and learning: current knowledge gaps and recomendations for the future research. Education Tech Research Dev 55, 3 (March 11, 2018), 223--252.Google ScholarCross Ref
- Janelle Cox. 2014. Top 5 Teaching Strategies. Retrieved Mar 11, 2018 from: http://www.teachhub.com/top-5-teaching-strategiesGoogle Scholar
Index Terms
- Disaster Readiness and Risk Reduction Students' Academic Achievement in a Web-Based Learning Platform
Recommendations
Improving Learning Motivation and Academic Achievement by Flipped Learning
ICSET 2018: Proceedings of the 2nd International Conference on E-Society, E-Education and E-TechnologySince the introduction history of flipped learning is short, there have been few previous studies on the impact of this on individual learners. The purpose of this study is to investigate the effectiveness of flipped learning, which is emerging as an ...
Using Digital Game-Based Learning to Improve the Academic Efficiency of Vocational Education students
Educators have started exploring the potential of digital game-based learning (DGBL) to enhance the learning experience of students. The objective of this experimental research was to explore the potential of DGBL to improve the academic efficiency ...
Lesson Playlist: Its Effects on the Academic Achievement and Attitude in Mathematics among Grade 7 Students
IC4E '22: Proceedings of the 2022 13th International Conference on E-Education, E-Business, E-Management, and E-LearningSince the current trends in education involve integrating technologies in the classroom, this study aims to identify the effects of using Lesson Playlist in the academic achievement and attitude of students towards Mathematics. The study involved sixty-...
Comments