Abstract

This article tried to determine the students’ opininons related to the use of Second Life (SL) application in higher education art and design education. In this case study conducted with 17 students selected via typical case sampling, the SL virtual platform was used as a research area. Data collection tools were included document analysis, self-peer-process assessment, focus groups. Research data were analyzed with content analysis. Participants stated that the use of SL application in art and design education provides support for analysis of 3D programs, virtual exhibition opportunities and simple 3D modeling. Internet speed, slowness of computers, technical and build problems were the common difficulties experienced by the participants. Consequently, the participants’ application skills, 3D thinking skills, design skills and creativity during the practise of the SL application improved. Despite some technical difficulties in understanding SL, it is thought that SL is a suitable environment for art and design education. Also, due to the Covid-19 pandemic, most of the education activities, are conducted on virtual environments. Therefore, it is thought that SL will contribute to distance education by online learning.

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