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?
Tutorials with off-campus students - ( Lindy McKeown, USQ and her Learning Pavillions )
Conferences - ( eg. Eduserv Symposium: Virtual Worlds, Real Learning May 2007 )
Exhibitions, replicas, displays, streamed media on demand for class materials (eg. communal whiteboard )
Integrating it with Learning Management Systems (eg. Sloodle )
Using the tools of Second Life to create assessible material (eg. Kim Flintoff 's drama project at ECU, see Dramatech Space )
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:
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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