QUALITY

In the Virtual Worlds courses taken by students of the Faculty of Economics and Administrative Sciences and the Faculty of Science and Letters at Çağ University, the Second Life/Virtual Worlds education platform is actively utilized. These platform applications serve as exemplary practices.

Within the framework of integrating the innovative opportunities offered by digital technologies into educational processes, Çağ University employs Second Life as a practical and student-centered learning tool. The platform allows students to experience professional scenarios, participate in project-based activities, and engage in real-life-like applications in a three-dimensional, interactive virtual environment.

For example, activities such as communication exercises in virtual classrooms, Sustainable Development Goals (SDG) projects, assignments, and virtual business simulations are conducted.

Second Life provides an environment where students are active participants, promoting self-directed learning in accessing and producing knowledge. Students can create their own avatars, navigate the virtual campus, explore different learning areas, and collaborate in group work.

This creates a flexible and inclusive learning experience that goes beyond traditional classrooms, shaped according to individual learning pace and interests.

Second Life enables instructors to implement role-playing, scenario-based learning, problem-based learning (PBL), simulation-based teaching, and interactive presentation techniques. Instructors deliver course content in virtual classrooms or thematic learning spaces, engage in real-time voice and text communication with students, and support learning through virtual objects, environments, and interactive tools.

This approach not only concretizes theoretical knowledge but also strengthens student-student and student-instructor interactions.

Second Life applications increase the diversity, accessibility, and effectiveness of educational activities, creating a digital learning ecosystem aligned with the Higher Education Quality Board’s (YÖKAK) student-centered teaching and learning approach. Moreover, it contributes to developing 21st-century skills such as digital literacy, collaboration, creativity, and problem-solving.

Link to Second Life/Virtual Worlds Education Platform