Abstract

The pandemic, produced by covid-19, gave rise to a new normal, in which education is part of that change. In certain cases, the quality of education was affected, either by factors such as deficient online teaching material, teaching issues, attention, and adaptation problems on the part of students in their online courses. To help improve performance in online education, some educational institutions have chosen to use the virtual world of Second Life to implement it in their classes, offering features that benefit learning from home, making it more didactic and enjoyable for students. The objective of this article is to find and analyze the critical success factors for the implementation of Second Life in virtual classrooms, through the construction of fuzzy cognitive maps. The use of forms aimed at students is proposed, from which the results will be evaluated and the factors that influence a quality education will be determined, building a fuzzy cognitive map for their understanding.

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