2. What Is the second life?
• Second Life (SL) is a virtual world developed by Linden
Lab that launched on June 23, 2003, and is accessible
on the Internet. http://en.wikipedia.org/wiki/Second_Life
3. How it works?
A free client
program called the
Viewer enables its
users, called Residents,
to interact with each
other through avatars.
• http://en.wikipedia.org/wiki/Second_Life
http://www.quickonlinetips.com/archives/wp-
content/uploads/secondlife-avatars.jpg
4. What can you do in second life?
Residents can: activities,
- explore, - create and trade virtual property and
- meet other residents, services with one another,
- socialize, - travel throughout the world.
• http://en.wikipedia.org/wiki/Second_Life
- participate in individual and group
5. Who can have access to second life?
Second Life is for people aged 18 and over,
while Teen Second Life is for people aged 13 to
17. http://en.wikipedia.org/wiki/Second_Life
6. Why to use second life for educational
purposes?
According to EDUCAUSE:
"Virtually all college students have had
experience with games. Games represent
active, immersive learning environments
where users integrate information to solve
a problem. Learning in this manner
incorporates discovery, analysis,
interpretation, and performance as well as
physical and mental activity. An increasing
number of colleges and universities are
exploring the use of games to enhance
learning. The ELI's interest in games and
simulations is to gain a fresh view of
cognition and learning by looking at
games as the intersection of play,
pedagogy, and technology."
(http://www.educause.edu/Games/1008)
7. How can we use second life in
education?
• Constructivist Learning:
As the EDUCAUSE Learning Initiative
(ELI) statement highlights, you cannot
be passive in a game or simulation.
Students engaged in educational
games and simulations are
interpreting, analyzing, discovering,
evaluating, acting, and problem
solving. This approach to learning is
much more consistent with
constructivist learning, where
knowledge is constructed by the
learners as they are actively problem
solving in an authentic context, than
with traditional instruction.