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Maria Kalyvaki
ACOM 5307
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
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
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
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
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)
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.
Second life educational example
• http://www.youtube.com/watch?v=dga7OXii4
  rU

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Education in second life

  • 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.
  • 8. Second life educational example • http://www.youtube.com/watch?v=dga7OXii4 rU