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What's the use of Second Life in Education

Page history last edited by PBworks 18 years, 8 months ago

What's the use of Second Life in Education?

 

What is Second Life?

 

 A 3D online digital world imagined, created and owned by its residents

 

A few facts and figures - 26 June 2007

 

  • Total residents (=unique avatars) - 7 609 806
  • Logged in last 60 days: 1 759 370
  • Online at any one time : around 30 000
  • Resident figures are contentious.
  • Slightly more men than women
  • Average age is in 30s or older
  • There is a Teen grid exclusively for under 18's
  • Client is Open Source, plans to make servers avaiable under GPL
  • Not the only online virtual world - eg. ( There, ActiveWorlds or for kids,  Club Penguin)

 

Slides 6 - 14 of this presentation give a bit of an explanation

 

 

 

How are educators using it?

 

See also Showcasing Australasian Educational Projects in Second Life

 

 

 

How Second Life is used at the University of Ohio:

 

 

How Second Life is being used at Murdoch University Library:

 

 

Here's the handout for the two Murdoch Library workshops workshops, "Creating your avatar" and "Doing more with your avatar".

 

How Second Life is used at the University of San Jose:

 

Limits on Second Life for Education

  • Equity issues
  • The systems requirements - need a gaming PC with a decent video card.
  • Broadband is required
  • Frequent mandatory upgrades
  • Regular downtime
  • Clunky interface - vastly inferior to many gaming interfaces
  • Lack of easy markup of textual items (notecards or a full 3D installation)
  • Neighbours - adult activities

 

Discussion points

  • Is it just a way to help older people understand what gaming is all about?
  • Will understanding the Second Life interface make it easier for teachers/students to understand web in the future?
  • Isn't Second Life just making the interface more elaborate instead of simple and elegant?

 

 

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