Abstract
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate Language and Literacy class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between them. This study identified a number of ways (e.g., extra credit option, supplementary tool, and enhancement to teaching and learning) SL could be used as an educational tool to engage students in learning.
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