2015 Nova Science Publishers, Inc. This case study documents how experiential learning in virtual worlds can be used to teach technical communication to university students. A virtual campus was used to facilitate critical thinking, problem solving, collaboration, and writing through various experiential learning activities in Second Life. Within the virtual world, students role played as consultants to address particular problems or needs posed by various clients. Their responsibilities included assessing the needs of the client, devising and reporting a plan of action, creating appropriate deliverables (e-tours), testing the usability and effectiveness of their deliverables, and reflecting on the learning outcomes of each step in the process.
Virtual Worlds for Online Learning: Cases and Applications