Friday, October 12, 2007

Teaching in Second Life


Second Life, an online 3-D virtual reality world, is currently gaining in popularity around the world. Second Life allows users or “residents” to come together to interact, play, learn, do business, conduct classes, do research, and hold conferences in an online environment which is entirely built and owned by its residents. Residents can engage in rich, sensory experiences, authentic contexts, activities, and opportunities for reflection that form an exciting new domain for a wide range of educational applications including distance education and corporate training. This unique and cutting-edge technology enables teachers to build virtual learning communities for students with the goal of helping students solve real-world problems in an experiential setting. Colleges around the world are opening virtual campuses in Second Life. Today, more than 150 colleges in the U.S. and 13 other countries have built island campuses in Second Life to experiment with virtual learning. Some of these institutions include: Columbia University, Duke University, Indiana University, Ball State University, University of Texas-Austin, and MIT. They open their virtual campuses to attract students who are taking online courses, but miss the “presence” and the sense of community found in a regular classroom.

In order to help teachers bring their classes to Second Life, Linden Lab recently announced “Campus: Second Life,” a program to allow college level classes to use the powerful tools and realistic environment of Second Life as a venue for learning. The “Campus: Second Life” program will give teachers the use of 1 acre of land in Second Life completely free for the duration of the class. This allows teachers to try out Second Life with their classes for the first time at no cost.

Although some teachers are skeptical of the value of the 3-D digital world, the number of virtual campuses keeps growing. I think we should not under-estimate the potential of 3-D Web. This could be a technology with a future for higher education. The Gartner Research Group predicated that 80% of regular Internet users will have a 3-D Web presence by 2011. Perhaps, we should explore the potential of 3-D digital world in teaching and learning. Second Life could be a valuable educational tool for teaching the Net Generation. Second Life provides opportunity to use simulation in a safe environment to enhance experiential learning, allowing students to practice skills, try new ideas, and learn from their mistakes.

9 Comments:

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A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. These avatars are usually depicted as textual, two-dimensional, or three-dimensional graphical representations, although other forms are possible[1] (auditory[2] and touch sensations for example). Some, but not all, virtual worlds allow for multiple users.

The computer accesses a computer-simulated world and presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experiences telepresence to a certain degree.[3] Such modeled worlds may appear similar to the real world or instead depict fantasy worlds. The model world may simulate rules based on the real world or some hybrid fantasy world. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users has ranged from text, graphical icons, visual gesture, sound, and rarely, forms using touch and balance senses.

Massively multiplayer online games commonly depict a world similar to the real world, with real world rules and real-time actions, and communication. Communication is usually textual, with real-time voice communication using VOIP also possible.[clarify]

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms.[4]

 
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At September 1, 2008 9:06 AM , Anonymous jrpoker said...

Hi

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At September 11, 2008 12:37 PM , Anonymous Greg Sawiris said...

A virtual world is a computer-based simulated gaming environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars).

 
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