Using multi-user virtual environments in tertiary teaching: lessons learned through the UQ Religion Bazaar project

Farley, Helen (2011) Using multi-user virtual environments in tertiary teaching: lessons learned through the UQ Religion Bazaar project. In: Teaching arts and science with the new social media. Cutting-Edge Technologies in Higher Education (3). Emerald Group Publishing Limited, Bingley, UK, pp. 211-237. ISBN 9780857247810


Second Life, as a three-dimensional social medium. provides an unparalleled opportunity for people to interact with each other and their surroundings in unfamiliar and innovative ways. After a brief introduction to the discipline of Studies in Religion at the University of Queensland (UQ), this chapter will examine some of the key characteristics of MUVEs in general and of Second Life in particular. with a view to assessing its suitability as an environment for learning based on andragogical and constructivist methodologies. Further, it will explore the original conception and development of the UQ Religion Bazaar project within Second Life.
The UQ Religion Bazaar project was originally conceived in 2007 and developed through 2008. It consists of a Second Life island situated in the New Media Consortium educational precinct and boasts a number of religious builds including a church, a mosque, a synagogue, an ancient Greek temple, a Freemasons' lodge, a Zen Buddhist temple and a Hindu temple to Ganesha. The island was used in two large first-year classes and for supervising distance postgraduate research students.

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Item Type: Book Chapter (Commonwealth Reporting Category B)
Refereed: Yes
Item Status: Live Archive
Additional Information: Permanent restricted access to published version due to publisher copyright policy.
Faculty/School / Institute/Centre: Current - USQ Other
Faculty/School / Institute/Centre: Current - USQ Other
Date Deposited: 04 Apr 2012 11:53
Last Modified: 01 Sep 2017 05:51
Uncontrolled Keywords: virtual spaces; religions; church; mosque; temple; Freemasons
Fields of Research (2008): 13 Education > 1303 Specialist Studies in Education > 130306 Educational Technology and Computing
22 Philosophy and Religious Studies > 2204 Religion and Religious Studies > 220402 Comparative Religious Studies
08 Information and Computing Sciences > 0801 Artificial Intelligence and Image Processing > 080111 Virtual Reality and Related Simulation
Fields of Research (2020): 39 EDUCATION > 3904 Specialist studies in education > 390405 Educational technology and computing
50 PHILOSOPHY AND RELIGIOUS STUDIES > 5004 Religious studies > 500402 Comparative religious studies
46 INFORMATION AND COMPUTING SCIENCES > 4607 Graphics, augmented reality and games > 460799 Graphics, augmented reality and games not elsewhere classified
Socio-Economic Objectives (2008): C Society > 93 Education and Training > 9302 Teaching and Instruction > 930203 Teaching and Instruction Technologies
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