Using Second Life for Problem Based Learning in computer science programming


  • Micaela Esteves Polytechnic Institute of Leiria
  • Benjamim Fonseca University of Tr
  • Leonel Morgado University of Tr
  • Paulo Martins University of Tr



action research, project-based learning, collaborative virtual environments, learning programming, context


A large number of students fail when beginning the study of computer programming, and withdraw from courses because of the many difficulties they face while trying to grasp the basic concepts. Programming education is typically based on putting problem-solving skills to use, by identifying a problem, developing an algorithm to tackle it, and coding that algorithm with some programming language, whose syntax and semantics must be learned. Extant research has highlighted the challenges associated with learning/teaching a programming language. However, researchers are still struggling to provide effective guidance to practitioners in this field. We believe that a better understanding of the teaching/learning process in the virtual world Second Life is a potential avenue for using this environment in classes. In this experimental research, we observed and reflected upon the problems that came up and then presented and discussed the results. We conclude with implications for future research and for practicing teachers.

Author Biographies

  • Micaela Esteves, Polytechnic Institute of Leiria
    Polytechnic Institute of Leiria
  • Benjamim Fonseca, University of Tr
    University of Tr
  • Leonel Morgado, University of Tr
    University of Tr
  • Paulo Martins, University of Tr
    University of Tr






Peer Reviewed Research Papers