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Excited at the prospects of engaging their Net Generation students, educators worldwide are attempting to exploit the affordances of threedimensional (3D) virtual worlds such as Second Life, citing collaborative learning as rationale, though often without careful consideration of the design of learning activities to support and enable collaboration. Drawing on three recent examples of 3D virtual worlds in education, the primary aim of this article is to critically assess the evidence that well-designed learning interventions using these types of environments are able to exhibit the key ingredients or elements of collaborative learning. The article concludes with a consideration of some of the problems and challenges that exist, before offering number of recommendations for practitioners.


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How to Cite
Lee, M. (2009). How Can 3d Virtual Worlds Be Used To Support Collaborative Learning? An Analysis Of Cases From The Literature. Journal of E-Learning and Knowledge Society, 5(1).