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Journal Issue
Volume 10 Issue 1, ICEL 2011 / Mar 2012  pp1‑158

Editor: Philip Balcean

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Design and Evaluation of Student‑Focused eLearning  pp1‑12

Yongmei Bentley, Habte Selassie, Anjali Shegunshi

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Scaffolding Teachers Integrate Social Media Into a Problem‑Based Learning Approach?  pp13‑22

Lillian Buus

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Personal Devices in Public Settings: Lessons Learned From an iPod Touch / iPad Project  pp23‑31

Susan Crichton, Karen Pegler, Duncan White

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Using the Artistic Pedagogical Technology of Photovoice to Promote Interaction in the Online Post‑Secondary Classroom: The Students’ Perspective  pp32‑43

Margaret Edwards, Beth Perry, Katherine Janzen, Cynthia Menzies

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Implications of the Social Web Environment for User Story Education  pp44‑59

Terrill Fancott, Pankaj Kamthan, Nazlie Shahmir

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Collaboration Creation: Lessons Learned From Establishing an Online Professional Learning Community  pp60‑75

Colin Gray, Keith Smyth

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Correlating Questionnaire Data with Actual Usage Data in a Mobile Learning Study for High School Mathematics  pp76‑89

Vani Kalloo, Permanand Mohan

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The Global Classroom Project: Learning a Second Language in a Virtual Environment  pp90‑106

Brant Knutzen, David Kennedy

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Principled Assessment Strategy Design for Online Courses and Programs  pp107‑119

Janet McCracken, Sunah Cho, Afsaneh Sharif, Brian Wilson, Jeff Miller

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Acquiring Software Project Specifications in a Virtual World  pp120‑131

Vincent Ng, Zoe Tang

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Abstract

In teaching software engineering, it is often interesting to introduce real life scenarios for students to experience and to learn how to collect information from respective clients. The ideal arrangement is to have some real clients willing to spend time to provide their ideas of a target system through interviews. However, this arrangement cannot be scaled up as it demands too much resource. Starting from 2008, we have used Second Life (SL) to create a virtual company, named SVG Corporation, which has multiple departments so as to simulate the real‑world business environment. The development of this fictitious company not only provides a new experience in requirement collection to students, but also lowers the working effort of our colleagues in acting as external business clients. Students can practice their communication and fact finding skills during visits in the departments and interviews with the virtual “staff”. The company has been used to support 2 subjects, Human Computer Interface and Foundations of Database Systems. The presence of SL acts as an online platform for students to access and acquire user requirements from staff (AI robots) of a virtual company, through a series of interviews, for system development. The roles of SL are twofold: to reduce the operational overheads in the project administration and to allow students to gain more hands‑on experiences through working on a simulated real‑life business cases. Hence, student could learn how to apply their knowledge and understand the software development process in the real business world. In this paper, we would like to report our experience and results of using SL in the software engineering student projects. Furthermore, the problems and the difficulties encountered during project period will be discussed for future enhancement. 

 

Keywords: second life, software development project, AI robots, simulation, eLearning

 

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Constructive Disruptions for Effective Collaborative Learning: Navigating the Affordances of Social Media for Meaningful Engagement  pp132‑146

Patient Rambe

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Can Online Peer Review Assignments Replace Essays in Third Year University Courses? And if so, What are the Challenges?  pp147‑158

Martin Smith

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