Using Second Life for Problem Based Learning in computer science programming

Authors

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

DOI:

https://doi.org/10.4101/jvwr.v2i1.419

Keywords:

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

Abstract

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

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Published

2009-03-06

Issue

Section

Peer Reviewed Research Papers