Cultural competence

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According to Anstadt (2015), an environment like second life has several affordances:

  • The ability to role play simulations without compromising the identity of the individual. Yet at the same time there, is a relationship between users virtual lives and their real lives.
  • A simulated environment offers the potential for a range of experiences that is not available in "real live", including connecting with people that otherwise cannot be met.


Bibliography

  • Bruckman, A. (1997). MOOSE Crossing: Construction, community, and learning in a networked virtual world for kids. Unpublished PhD, MIT.
  • Diehl, W. C., & Prins, E. (2008). Unintended outcomes in Second Life: Intercultural literacy and cultural identity in a virtual world. Language and Intercultural Communication, 8(2), 17.
  • Jarmon, L., Traphagan, T., Mayrath, M., & Trivedi, A. (2008).Exploration of learning in Second Life in an interdisciplinary communication course. Paper presentation at American Educational Research Association (AERA). New York, New York.
  • Salmon, G., Nie, M., & Edirisingha, P. (2010). Developing a five-stage model of learning in second life. Educational Research.Special Issue: Virtual Worlds

and Education, 52(2), 169-182. doi:10.1080/00131881.2010.482744

  • Vernon, R., Lewis, L., & Lynch, D. (2009). Virtual worlds and Social Work education: Potentials for “Second Life”. Advances in Social Work 10(2), 176-192.