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Gaming World Becomes University Classroom
It is 'co-designed, co-built and co-owned' by the students, faculties, staff and the Computer Centre. RidgeCat is an identity in the virtual world. Uniquely NUS, it is the brainchild of a team of pioneering students in NUS SL. Gaming WORLD Becomes University Classroom The ribbon cutting of NUS Second Life in March 2008, on a trial basis, aims to:
Since then, it has generated positive interests from the students and faculties. To date, 6 tutorial sessions have been conducted in the 3D in-world, with 1,250 students actively participating in the academic deliveries. There are a total of 3,000 registered Avatars in NUS SL so far. True to any virtual worlds, some just love it, while others
shunned it at arm’s length.
Some would prefer things real while others thrill in immersing in the 3D virtual realms. It’s a choice. And
this choice it seems, is becoming increasingly popular among today’s Generation Y whose multi-modal learning style
is commonly mixed with the use of technology. Reflections on some pedagogical approaches (to name a few), may be that learning in a virtual world;
NUS Second Life is accessible at http://u.nus.edu.sg/secondlife. Kindly contact my colleagues, John at or Biaogang at if you wish to give it a try.
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