Virtual Worlds as a Support to Engineering Teaching
Virtual Worlds (VWs) are an emerging technology used by a growing number of educational institutions around the world. It is an environment, a way of learning and an educational tool that allows different levels of online interaction. In the course “Programming I”, of the career Informatics Engineering at Universidad de Valpara'iso, we conducted a pilot experience with the VW of Second Life, in order to evaluate the potential of using VWs in the teaching practice.
💡 Research Summary
The paper investigates the use of Virtual Worlds (VWs) as an educational tool in higher‑education engineering curricula, focusing on a pilot study conducted at the Universidad de Valparaíso in Chile. The authors begin by positioning VWs within the broader context of ICT‑driven pedagogical innovation, noting that traditional online learning (text‑based forums, chats, and quizzes) offers limited interaction compared with the immersive, real‑time, three‑dimensional environments provided by platforms such as Second Life (SL). They outline a taxonomy for classifying VWs based on five criteria—purpose, location, platform, population, and business model—providing a conceptual framework that educators can use to select a VW that aligns with specific learning objectives and learner demographics.
Second Life was chosen for the experiment because it supplies avatars, persistent 3D spaces, multimodal communication (text, voice, gestures), and the ability to create or destroy objects, all of which are conducive to collaborative learning. The study involved 20 first‑year students enrolled in “Programming I,” a mandatory course for the Civil Engineering in Computer Science program. The experimental sequence comprised: (1) an introductory face‑to‑face lecture on VW concepts; (2) hands‑on training in SL, including avatar creation and a set of standardized gestures developed by the University of Seville; (3) a virtual tour of the Seville campus within SL; (4) three 1.5‑hour virtual classes covering C‑language structures, each blending theoretical exposition with live coding demonstrations and interactive exercises; (5) a post‑session questionnaire with ten items (both closed and open‑ended); and (6) a practical laboratory assessment of the same C‑language content.
Performance data were compared with historical grades from the same course taught in 2009 and 2010 using the identical instructor, curriculum, and assessment rubric. The average grade rose from 4.7 (2009) and 4.1 (2010) to 4.9 (2011, VW condition) on a 10‑point scale, representing roughly an 11 % increase. The standard deviation remained stable (≈2.2), the maximum grade stayed at 7.0, and the minimum improved from 1.0 to 2.0, indicating that the VW environment may have helped lower‑performing students.
The questionnaire revealed high levels of engagement: 80 % of respondents actively contributed in every virtual class, while the remaining 20 % preferred a listening role. 85 % reported no perceptible difference between virtual and face‑to‑face sessions; the remaining 15 % noted only minor distinctions. Notably, 100 % affirmed that VWs supported their academic learning and expressed willingness to repeat the experience in other disciplines. These qualitative findings suggest that the immersive nature of SL fostered a sense of presence, collaboration, and motivation comparable to, or even exceeding, traditional classroom settings.
The authors acknowledge several limitations. The sample size is small and self‑selected, which may introduce bias; external variables such as individual motivation, study time, and attendance were not controlled; and the observed grade improvement cannot be unequivocally attributed to the VW itself. Moreover, adopting a VW demands substantial redesign of instructional practices, as instructors must manage avatar interactions, gesture protocols, and virtual space logistics in addition to content delivery.
In conclusion, the study demonstrates that VWs like Second Life can serve as viable supplemental environments for engineering education, particularly for courses that benefit from real‑time collaboration and hands‑on practice. The positive impact on both quantitative performance metrics and qualitative student satisfaction indicates that VWs have the potential to enhance learning outcomes when thoughtfully integrated into curricula. Future work should involve larger, more diverse cohorts, longitudinal tracking of academic achievement, exploration across different engineering and non‑engineering subjects, and systematic analysis of cost‑benefit and institutional support structures required for sustainable VW deployment.
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