Innovating the didactical methodologies applied in Universities through Second Life and Practice Firm: case study

Author:

Tampieri Laura

Publisher

Springer Science and Business Media LLC

Reference29 articles.

1. Billinghurst M, Dunser A (2012) Augmented reality in the classroom. Computer 45:56–63

2. Coffman T, Klinger MB (2007) Utilizing virtual worlds in education: the implications for practice. Int J Soc Sci 2:29–33

3. Denning S (2013) What’s Wrong With Today’s Business Schools ? Available via Forbes. http://www.forbes.com/sites/stevedenning/2013/02/26/whats-wrong-with-todays-business-schools/ . Accessed 26 Feb 2013

4. Esteves M, Antunes R, Fonseca B, Morgado L, Martins P (2008) Using Second Life in Programming’s communities of practice. In: Briggs RO, Antunes P, de Vreede G, Read AS (eds) Groupware: Design, Implementation, and Use: 14th International Workshop, CRIWG 2008, LNCS 5411. Springer-Verlag, Berlin, Heidelberg, pp 99–106

5. Fallman D, Backman A, Holmlund K (1999) VR in Education: an introduction to multisensory constructivist learning environments, Universitetspedagogisk konferens, Umea universitet, 18–19 February 1999

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