SlideShare une entreprise Scribd logo
1  sur  8
Second Life:  A Virtual Environment for Learning.
Second Life is a massive multiplayer online role playing game MMORPG Developed by Linden Research Inc. It is a user generated, “computer based, simulated, persistent environment that supports synchronous” and asynchronous “interaction between users personified as avatars.”  (Online Virtual Worlds 2008) Second Life is usually thought of as a game, but it is so much more.  It is a space for participation, collaborative and transformative learning, community building, personalized learning, social interaction, and identity development.  (Rosen 2010) What is Second Life?
Second Life is a virtual classroom used by many universities such as Harvard, Princeton, and Edinburgh. (Jacoby 2008) Universities such a Elon have entire online campuses with classes held in the virtual environment.
Increased motivation.  Playing games is fun and engaging.  “Learners who are having fun tend to be successful”  (Hirumi 2010). Complex understanding and reflexive learning.  Students an interact thru the game to gain understanding and experiment and reflect on their decisions and the outcomes. “Intelligence is collective and knowledge is collaborative” (Pegrum 2009). Students are engaged in collaboration and consensus building.  Advantages of learning as a game in a Second Life classroom
Need facilitation and goal framing are accomplished by the student being cast as the learner hero in accordance with self-determination theory.  (Rigby & Przybylski 2009).  Educational games allow the hero to build autonomy and competence while acting for the community.
“Visual and verbal context clues are removed” (Palloff & Pratt 2007).  Body language, gestures and tone of voice are all altered or missing. Technology glitches reduce effectiveness. Students must own or have access to current computer hardware and software. Spending time on Second Life has addictive qualities. “Steep learning curve for newbies” Students new to Second Life may experience frustration with learning to navigate, creating avatars and communicating with other avatars (Mancuso et al 2011). Disadvantages of learning as a game in a Second Life classroom
Games take time.  Teachers may spend additional time preparing online content. Loss of teacher control over what pat of the content is meaningful to the student.   “Traditional learning may now seem dull. Games can be fun and engaging…for some students and they may seem to disengage during traditional instruction”  (Hirumi 2010, p. 48).
Second Life is a part of web 2.0 and those technologies allows “learners to link up, create, consume, and share independently produced information, media and applications on a global scale”  (Greenhow et al 2009). Even though there may be difficulties with virtual learning, Second Life provides excellent opportunities for educators and students to learn, grow and collaborate as pert of their education. Conclusion

Contenu connexe

Tendances

Classroom of the future
Classroom of the futureClassroom of the future
Classroom of the future
gadsby2010
 
Personal learning network 2013
Personal learning network 2013Personal learning network 2013
Personal learning network 2013
Skhumbuzo Dlamini
 
3 d multiuser_virtual_environments 2
3 d multiuser_virtual_environments 23 d multiuser_virtual_environments 2
3 d multiuser_virtual_environments 2
Coophud23
 

Tendances (18)

1101698
11016981101698
1101698
 
Networked Learning & Identity Development in Open Online Spaces
Networked Learning & Identity Development in Open Online SpacesNetworked Learning & Identity Development in Open Online Spaces
Networked Learning & Identity Development in Open Online Spaces
 
Flexible PLEs with Netbooks
Flexible PLEs with NetbooksFlexible PLEs with Netbooks
Flexible PLEs with Netbooks
 
Constructivist PLE
Constructivist PLEConstructivist PLE
Constructivist PLE
 
Classroom of the future
Classroom of the futureClassroom of the future
Classroom of the future
 
Tech2002lecweekfive0809
Tech2002lecweekfive0809Tech2002lecweekfive0809
Tech2002lecweekfive0809
 
Personal learning network 2013
Personal learning network 2013Personal learning network 2013
Personal learning network 2013
 
Speak up! transforming classroom discussions @ learning 2.013
Speak up! transforming classroom discussions @ learning 2.013Speak up! transforming classroom discussions @ learning 2.013
Speak up! transforming classroom discussions @ learning 2.013
 
Ambient Intimacies: A Film Flipbook
Ambient Intimacies: A Film FlipbookAmbient Intimacies: A Film Flipbook
Ambient Intimacies: A Film Flipbook
 
Social Networking in Second Language Learning
Social Networking in Second Language LearningSocial Networking in Second Language Learning
Social Networking in Second Language Learning
 
Networked Learning Conference 2012
Networked Learning Conference 2012 Networked Learning Conference 2012
Networked Learning Conference 2012
 
The Benefits and Challenges of Being Connected: Living, Learning, and Teachin...
The Benefits and Challenges of Being Connected: Living, Learning, and Teachin...The Benefits and Challenges of Being Connected: Living, Learning, and Teachin...
The Benefits and Challenges of Being Connected: Living, Learning, and Teachin...
 
Personal Learning Environments
Personal Learning EnvironmentsPersonal Learning Environments
Personal Learning Environments
 
3 d multiuser_virtual_environments 2
3 d multiuser_virtual_environments 23 d multiuser_virtual_environments 2
3 d multiuser_virtual_environments 2
 
Digital Pedagogy
Digital PedagogyDigital Pedagogy
Digital Pedagogy
 
M4D m-Learning MOOC video2: Mobile learning pedagogy A-Palalas
M4D m-Learning MOOC video2: Mobile learning pedagogy A-PalalasM4D m-Learning MOOC video2: Mobile learning pedagogy A-Palalas
M4D m-Learning MOOC video2: Mobile learning pedagogy A-Palalas
 
Leipzig eHumanities 23 October 2013 talk
Leipzig eHumanities 23 October 2013 talkLeipzig eHumanities 23 October 2013 talk
Leipzig eHumanities 23 October 2013 talk
 
Academic Learning & Collaboration & Learning
Academic Learning & Collaboration & LearningAcademic Learning & Collaboration & Learning
Academic Learning & Collaboration & Learning
 

Similaire à Edu440 second life slides

Lucio Margulis Juego de la Prevención de Riesgos de Trabajo
Lucio Margulis Juego de la Prevención de Riesgos de TrabajoLucio Margulis Juego de la Prevención de Riesgos de Trabajo
Lucio Margulis Juego de la Prevención de Riesgos de Trabajo
Lucio Margulis
 
Camp creation 8nov12 ppt
Camp creation 8nov12 pptCamp creation 8nov12 ppt
Camp creation 8nov12 ppt
kayreentat
 
Virtual environments
Virtual environmentsVirtual environments
Virtual environments
Marv1
 
Second Life and ESL
Second Life and ESLSecond Life and ESL
Second Life and ESL
jirojima
 
Emerging Technologies Updated
Emerging Technologies UpdatedEmerging Technologies Updated
Emerging Technologies Updated
camicase1
 
SecondLife-Education-poster-24x36
SecondLife-Education-poster-24x36SecondLife-Education-poster-24x36
SecondLife-Education-poster-24x36
Marwah Zagzoug, PhD
 
Emerging Technologies: Games
Emerging Technologies: GamesEmerging Technologies: Games
Emerging Technologies: Games
casecami
 
Emerging Technologies
Emerging TechnologiesEmerging Technologies
Emerging Technologies
camicase1
 

Similaire à Edu440 second life slides (20)

Lucio Margulis Juego de la Prevención de Riesgos de Trabajo
Lucio Margulis Juego de la Prevención de Riesgos de TrabajoLucio Margulis Juego de la Prevención de Riesgos de Trabajo
Lucio Margulis Juego de la Prevención de Riesgos de Trabajo
 
Camp creation 8nov12 ppt
Camp creation 8nov12 pptCamp creation 8nov12 ppt
Camp creation 8nov12 ppt
 
Virtual environments
Virtual environmentsVirtual environments
Virtual environments
 
School Librarian Communication Through Social Media
School Librarian Communication Through Social MediaSchool Librarian Communication Through Social Media
School Librarian Communication Through Social Media
 
Second Life and ESL
Second Life and ESLSecond Life and ESL
Second Life and ESL
 
Emerging Technologies Updated
Emerging Technologies UpdatedEmerging Technologies Updated
Emerging Technologies Updated
 
The future of language learning in virtual worlds
The future of language learning in virtual worldsThe future of language learning in virtual worlds
The future of language learning in virtual worlds
 
Exploring application attitudes and integration of video games
Exploring application attitudes and integration of video gamesExploring application attitudes and integration of video games
Exploring application attitudes and integration of video games
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008
 
Serious games and learning in SA
Serious games and learning in SASerious games and learning in SA
Serious games and learning in SA
 
AoIR2011 digital natives presentation
AoIR2011 digital natives presentationAoIR2011 digital natives presentation
AoIR2011 digital natives presentation
 
Performance Studies student work
Performance Studies student workPerformance Studies student work
Performance Studies student work
 
Avatars & The Young Conference
Avatars & The Young ConferenceAvatars & The Young Conference
Avatars & The Young Conference
 
SecondLife-Education-poster-24x36
SecondLife-Education-poster-24x36SecondLife-Education-poster-24x36
SecondLife-Education-poster-24x36
 
Games in language learning opportunities and challenges
Games in language learning opportunities and challengesGames in language learning opportunities and challenges
Games in language learning opportunities and challenges
 
Games - Problem Based Learning and Minecraft
Games - Problem Based Learning and MinecraftGames - Problem Based Learning and Minecraft
Games - Problem Based Learning and Minecraft
 
Emerging Technologies: Games
Emerging Technologies: GamesEmerging Technologies: Games
Emerging Technologies: Games
 
Emerging Technologies
Emerging TechnologiesEmerging Technologies
Emerging Technologies
 
In The Game
In The GameIn The Game
In The Game
 
Vision of the Future
Vision of the FutureVision of the Future
Vision of the Future
 

Dernier

Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
KarakKing
 
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
ZurliaSoop
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
ciinovamais
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
heathfieldcps1
 

Dernier (20)

ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.
 
FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024
 
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptxSKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
 
ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701
 
Salient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functionsSalient Features of India constitution especially power and functions
Salient Features of India constitution especially power and functions
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Google Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptxGoogle Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptx
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
 

Edu440 second life slides

  • 1. Second Life: A Virtual Environment for Learning.
  • 2. Second Life is a massive multiplayer online role playing game MMORPG Developed by Linden Research Inc. It is a user generated, “computer based, simulated, persistent environment that supports synchronous” and asynchronous “interaction between users personified as avatars.” (Online Virtual Worlds 2008) Second Life is usually thought of as a game, but it is so much more. It is a space for participation, collaborative and transformative learning, community building, personalized learning, social interaction, and identity development. (Rosen 2010) What is Second Life?
  • 3. Second Life is a virtual classroom used by many universities such as Harvard, Princeton, and Edinburgh. (Jacoby 2008) Universities such a Elon have entire online campuses with classes held in the virtual environment.
  • 4. Increased motivation. Playing games is fun and engaging. “Learners who are having fun tend to be successful” (Hirumi 2010). Complex understanding and reflexive learning. Students an interact thru the game to gain understanding and experiment and reflect on their decisions and the outcomes. “Intelligence is collective and knowledge is collaborative” (Pegrum 2009). Students are engaged in collaboration and consensus building. Advantages of learning as a game in a Second Life classroom
  • 5. Need facilitation and goal framing are accomplished by the student being cast as the learner hero in accordance with self-determination theory. (Rigby & Przybylski 2009). Educational games allow the hero to build autonomy and competence while acting for the community.
  • 6. “Visual and verbal context clues are removed” (Palloff & Pratt 2007). Body language, gestures and tone of voice are all altered or missing. Technology glitches reduce effectiveness. Students must own or have access to current computer hardware and software. Spending time on Second Life has addictive qualities. “Steep learning curve for newbies” Students new to Second Life may experience frustration with learning to navigate, creating avatars and communicating with other avatars (Mancuso et al 2011). Disadvantages of learning as a game in a Second Life classroom
  • 7. Games take time. Teachers may spend additional time preparing online content. Loss of teacher control over what pat of the content is meaningful to the student. “Traditional learning may now seem dull. Games can be fun and engaging…for some students and they may seem to disengage during traditional instruction” (Hirumi 2010, p. 48).
  • 8. Second Life is a part of web 2.0 and those technologies allows “learners to link up, create, consume, and share independently produced information, media and applications on a global scale” (Greenhow et al 2009). Even though there may be difficulties with virtual learning, Second Life provides excellent opportunities for educators and students to learn, grow and collaborate as pert of their education. Conclusion