The focus of the study presented here is how learners’ individual experience of virtual worlds contributes to the success or otherwise of virtual worlds as a learning activity, and particularly the role that presence and embodiment play in learning and teaching. It is based on a series of five case studies which ran from 2008 to 2009, with some additional information from learning activities conducted in 2010. These were all at different higher education institutions, across a range of subject disciplines. All took place in Second Life. Firm conclusions about the role of learners’ experience are difficult to justify, due to the small numbers of students from whom data were gathered (a total of 35 across all the cases). However, (to the extent to which conclusions can be drawn) factors such as institution, subject, sex and age appeared to be less influential than the time spent inworld, and the nature of the activity.
The article here can only present the barest outlines of the work, for the full descriptions of case studies, methodology etc.; the full study is available for download. The work presented here will also form the basis of a keynote at the SOLSTICE conference at Edge Hill University, Liverpool, on 8th June. ..........More

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