Explore Self-Guided Learning in MUVES: A Case Study in Second Life
Abstract: With the fast development of MOOCs and other online learning opportunities, the ability to guide oneself to complete learning tasks becomes an essential skill for both traditional and non-traditional students. This study examined self-guided learning among 39 students using the multi-user virtual environment Second Life to describe what it was like for students to complete self-guided learning tasks and how it impacted their learning. The findings indicated that self-guided learning improved their task completion efficiency, promoted collaboration among peers, helped student re-assess their own technology efficacy, and motivated students to work harder and excel in challenging tasks. The paper shares findings and implications for designing self-guided learning in a virtual world like Second Life with the audience.