ABSTRACT
Over the past few years, virtual environments have captured the pedagogical
and creative imagination of educators around the world as their access and
availability have increased. These environments present an opportunity to engage
students differently, but they also provide a platform on which new theories
of teaching and learning may be explored. Cybergogy is the study of how
environments like these are being used for teaching and learning. The follow-
ing case study illustrates how to engage learners through cognitive, social, and
emotional factors within virtual environments, such as Second Life®, while
focusing on technical communication.