Teachers' perceptions of virtual worlds as a medium for social inclusion for adults with XXXX .

@entity1 @entity717
PURPOSE: The aim of this research was to explore educators' perceptions of a virtual world Second Life TM as an environment for social interaction and social inclusion for the Norwegian adult students with @entity717 that they supported. METHOD: Five educators who supported a total of 10 adult students with @entity717 in computer classes in community Adult Education Centres participated in individual in-depth interviews. The interviews were transcribed verbatim and analysed using a content analysis. RESULTS: @entity1 were positive about Second Life although they did not perceive that it offered a successful context for social interaction or inclusion. They identified a number of benefits to using a virtual world and for students participating in virtual world research. Barriers identified included language, literacy, and technology issues along with the complexity of participating independently in a virtual world. CONCLUSIONS: Some @entity1 with @entity717 can use virtual worlds but the skills required need additional research. Virtual worlds may provide a stimulating, safe, and exciting context for a range of activities but the level of support required by many @entity1 is high and consequently expensive. Implications for Rehabilitation Educators can use virtual worlds such as Second LifeTM with @entity1 with @entity717 as an enjoyable medium to experience new activities and gain feelings of independence. @entity1 with @entity717 can use Second Life with support and those with good literacy and computer skills can be trained to use it independently. Technology support is needed as virtual worlds are not easy to use for those who have problems with literacy or with speaking or reading English and if the virtual world platform is not stable, the ensuing problems with sound and/or images can be frustrating. Further research is required to explore how virtual worlds could be used to expand teaching programs and allow individuals to build on independent and new experiences in the virtual world safely.
