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Developing Digital Literacies in Second Life: Bringing Second Life to Business Writing Pedagogy and Corporate Training
| Content Provider | Semantic Scholar |
|---|---|
| Author | Remley, Dirk |
| Copyright Year | 2010 |
| Abstract | Video games have proliferated throughout popular culture, as pre-teens and teens adapt to new video technologies. Educators have adopted a fresh perspective on pedagogy that integrates students’ familiarity with video game technologies. People in their twenties and thirties also have become gamers outside and within workplace settings. A number of companies are using video game technologies in aBsTraCT |
| Starting Page | 169 |
| Ending Page | 193 |
| Page Count | 25 |
| File Format | PDF HTM / HTML |
| DOI | 10.4018/978-1-61520-619-3.ch010 |
| Alternate Webpage(s) | https://www.igi-global.com/viewtitlesample.aspx?id=42236&ptid=37318&t=developing+digital+literacies+in+second+life:+bringing+second+life+to+business+writing+pedagogy+and+corporate+training |
| Alternate Webpage(s) | https://doi.org/10.4018/978-1-61520-619-3.ch010 |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |