Second Life As an Emerging Platform for Intercultural Education
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Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU
Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAU... http://connect.educause.edu/Library/EDUCAUSE+Review/VirtualWo... "Outlook Good" © 2008 AJ Kelton. The text of this article is licensed under the Creative Commons VIEW A PDF Attribution-Noncommercial-No Derivative Works 3.0 License OF THIS ARTICLE (http://creativecommons.org/licenses/by-nc-nd/3.0/). EDUCAUSE Review, vol. 43, no. 5 (September/October 2008) Virtual Worlds? “Outlook Good” AJ KELTON (“AJ BROOKS”) AJ Kelton (“AJ Brooks”) is Director of Emerging Instructional Technology in the College of Humanities and Social Sciences at Montclair State University. Comments on this article can be sent to the author at [email protected] or [email protected] and/or can be posted to the web via the link at the bottom of this page. A year ago, I picked up the Magic 8-Ball sitting on my desk and asked: “Are virtual worlds a viable teaching and learning environment?” Turning the ball over, I received my answer: “Reply hazy, try again.” Even six months ago, the outlook for virtual worlds was uncertain. Many people believed that virtual worlds would end up like the eight-track audiotape: a fond memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. Indeed, the movement toward the virtual realm as a viable teaching and learning environment seems unstoppable. The idea of synchronous interactive spaces is not new, of course. Chat rooms, MOOs, MUDs, and other multi-user online experiences have been on the periphery of education for decades. -
Second Life: Game, Simulator, Or Serious Game? Second Life: Jogo, Simulador Ou Jogo Sério?
Second Life: Game, Simulator, or Serious Game? Second Life: Jogo, Simulador ou Jogo Sério? Renato P. dos Santos 1 Abstract Ten years after being launched in 2003, it is still a matter of discussion if Second Life (SL) is a virtual world, a computer game, a shopping site or a talker (communication software based on a MUD). This article reports on an exploratory case study conducted to analyze the Second Life (SL) environment and determine into which of training simulators, games , simulation games, or serious games categories SL fits best, by using Narayanasamy et al. and Johnston and Whitehead criteria. We also examine the viability of SL as an environment for physical simulations and microworlds. It begins by discussing specific features of the SL environment relevant to its use as a support for microworlds and simulations, as well as a few differences found between SL and traditional simulators such as Modellus , along with their implications to simulations, as a support for subsequent analysis. We conclude that SL shows itself as a huge and sophisticated simulator of an entire Earthlike world used to simulate real life in some sense and a viable and flexible platform for microworlds and simulations. Resumo Dez anos após seu lançamento em 2003, ainda se discute se o Second Life (SL) é um mundo virtual, um jogo de computador, um site de compras ou um talker (programa de comunicação baseado em um MUD). Este trabalho relata um estudo de caso exploratório conduzido para analisar o ambiente Second Life (SL) e determinar em qual das categorias simulador de treino, jogo , jogo de simulação ou jogo sério o SL se enquadra melhor usando os critérios de Narayanasamy et al. -
I. Learning Environments
LEARNING, TEACHING AND DEVELOPING IN VIRTUAL EDUCATION WE WOULD LIKE TO EXPRESS OUR SINCERE THANKS TO ATTILA TÁLOS AND BALÁZS SZÓDA. WITHOUT THEIR HELP AND WORK WE WOULD NOT HAVE BEEN ABLE TO BRING THIS WORK TO FRUITION. LEARNING, TEACHING AND DEVELOPING IN VIRTUAL EDUCATION János Ollé – Zsolt Kristóf Budapest, 2013 Education – Information Society Proofreader: György Molnár Contributor, Consultant for the English version: Andrea Fischer © Authors, 2013 ISBN 978 963 312 185 6 www.eotvoskiado.hu Executive publisher: Dean of the ELTE Faculty of Pedagogy and Psychology Editor-in-Chief: Dániel Levente Pál Cover: Ildikó Csele Kmotrik TABLE OF CONTENTS I. LEARNING ENVIRONMENTS 1. THE COMPARISON OF OFFLINE, ONLINE AND VIRTUAL LEARNING ENVIRONMENTS 2. MULTIUSER VIRTUAL ENVIRONMENTS – THE SECOND LIFE 2.1.SECOND LIFE - THE BASICS 2.2.THE OFFICIAL SECOND LIFE VIEWER – OTHER ALTERNATIVE VIEWERS 2.3.USERS AND AVATARS, MEETING, COMMUNICATING, AND SOCIALIZING WITH PEOPLE IN SECOND LIFE 2.4.THE ECONOMY OF SECOND LIFE 3. USE OF SPACE, COLLABORATION AND COMMUNICATION 4. COMPETENCES IN A VIRTUAL ENVIRONMENT 5. FURTHER POSSIBILITIES IN SECOND LIFE 5.1.HEALTH RESEARCH PROJECTS IN THE VIRTUAL WORLD OF SECOND LIFE 5.2.MEDICAL TRAINING POSSIBILITIES IN SECOND LIFE 6. INTEGRATED VIRTUAL ENVIRONMENTS 6.1.REAL WORLD IN A VIRTUAL ENVIRONMENT 6.2.VIRTUAL ENVIRONMENT IN THE PHYSICAL WORLD 6.3.INTEGRATING VIRTUAL AND REAL WORLDS 6.4.VIRTUAL AND ONLINE ENVIRONMENTS 6.5.FORMULATION OF A HYBRID ENVIRONMENT 7. USING VIRTUAL ENVIRONMENTS FOR EDUCATIONAL PURPOSES 7.1.VIRTUAL ENVIRONMENT AS 3D COMMUNICATIVE AND COLLABORATIVE PLATFORM 7.2.THE VIRTUAL ENVIRONMENT AS AN INTERACTIVE, DEMONSTRATIVE AND SIMULATIONAL PLATFORM 8. -
Keeping up with the Virtual Joneses: the Practices, Meanings, and Consequences of Consumption in Second Life
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 2-14-2012 12:00 AM Keeping Up with the Virtual Joneses: The Practices, Meanings, and Consequences of Consumption in Second Life Jennifer M. Martin The University of Western Ontario Supervisor Dr. Nick Dyer-Witheford The University of Western Ontario Graduate Program in Media Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Doctor of Philosophy © Jennifer M. Martin 2012 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Martin, Jennifer M., "Keeping Up with the Virtual Joneses: The Practices, Meanings, and Consequences of Consumption in Second Life" (2012). Electronic Thesis and Dissertation Repository. 386. https://ir.lib.uwo.ca/etd/386 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. KEEPING UP WITH THE VIRTUAL JONESES: THE PRACTICES, MEANINGS, AND CONSEQUENCES OF CONSUMPTION IN SECOND LIFE (Spine title: Keeping Up with the Virtual Joneses) (Thesis format: Monograph) by Jennifer M. Martin Graduate Program in Media Studies A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Jennifer M. Martin 2012 THE UNIVERSITY OF WESTERN ONTARIO School of Graduate and Postdoctoral Studies CERTIFICATE OF EXAMINATION Supervisor Examiners ______________________________ ______________________________ Dr. -
Putting a Second Life “Metaverse” Skin on Learning Management Systems
Proceedings of the Second Life Education Workshop at the Second Life Community Convention San Francisco August 20th, 2006 Daniel Livingstone and Jeremy Kemp (eds.) Proceedings of the First Second Life Education Workshop, Part of the 2006 Second Life Community Convention, August 18th-20th 2006, Fort Mason Centre, San Francisco, Ca. Second Life Education Workshop Chairs: Daniel Livingstone, University of Paisley (SL: Buddy Sprocket) Jeremy Kemp, San Jose State University (SL: Jeremy Kabumpo) SLCC Co-ordinators and Local Arrangements: Tim Allen, Electric Sheep Company (SL: FlipperPA Peregrine) Jeska Dzwigalski, Linden Lab (SL: Jeska Linden) Program Committee: Bethany Bovard, New Mexico State University (SL: Naiad Remblai) Chris Carella, Electric Sheep Co. (SL: Satchmo Prototype) Claudia L'Amoreaux, Linden Lab (SL: Claudia Linden) John Lester, Linden Lab (SL: Pathfinder Linden) Danielle Mirliss, Seton Hall University (SL: Danielle Damone) Vicki Suter, Pepperdine University (SL: Wendy Widget) Heidi Trotta, Seton Hall University (SL: Heidi TeeCee) With thanks to the Second Life Community Convention Committee and Volunteers Special thanks to Chad Statosky, for outstanding technical support! Cover images courtesy of Dave Taylor and Jeremy Kemp ISBN: 1-903978-32-7 Published by The University of Paisley, UK Also available online at: http://www.simteach.com/SLCC06/ i Contents Foreword.................................................................................................................................................... iii John Bransford -
Use of Second Life in K-12 and Higher Education: a Review of Research
% !" ! !$#!#%!# Use of Second Life in K-12 and Higher Education: A Review of Research Chris Inman Vivian H. Wright Julia A. Hartman The University of Alabama Abstract This study reviewed empirical research conducted in Second Life by educators since Second Life’s launch in 2003. The study’s purpose was to identify how Second Life is being used in both K-12 and higher education. The methodology, findings, and recommendations of 27 research studies were analyzed. Researchers identified potential problems when using Second Life in education, including issues with the Second Life software and hardware requirements, a steep learning curve, and the possibility of students becoming exposed to distractions or inappropriate content. Researchers discussed potential uses of Second Life including role-play, game and simulation creation, implementation within distance education programs, and the ability to encourage student-centered learning activities. Analysis also revealed several recommendations for educators intending to use Second Life. Introduction As the capability and sophistication of technology improves, educational institutions seek new opportunities to take the classroom online (Erickson & Siau, 2003). During the past decade, three-dimensional (3-D) virtual world environments have increased in popularity, and educational institutions have taken note. A virtual world environment can be defined by the following characteristics: it exists whether a user is logged in or not, it is populated by many users, it provides the illusion of 3-D space, avatars represent users in-world, and an interactive chat function is available (Dickey, 2005; Robbins-Bell, 2008). Virtual Worlds in Education The use and implementation of virtual worlds in education has been in place since the 1970s (Livingstone, Kemp, & Edgar, 2008); investigations into the adoption of three- dimensional (3D) worlds in education have increased over the past two decades (De Lucia, Francese, Passero, & Tortora, 2009). -
Literature Review
Engaging with Second Life: Real Education in a Virtual World Literature Review Ben Salt1, Clare Atkins2, Leigh Blackall3 October, 2008 1 Social researcher, SLENZ literature reviewer and evaluator. 2 Senior Lecturer in IT, Nelson-Marlborough Institute of Technology, joint coordinator of SLENZ Project. 3 Educational Development Team, Otago Polytechnic, SLENZ learning designer. Forward This literature review is the first step in the project, “Engaging with Second Life: Real Education in a Virtual World”. This project began as a dream for two educators, Clare Atkins and Aaron Griffiths, when they first explored Second Life and saw its potential for teaching and learning. The project, funded through the New Zealand Tertiary Education Commission’s Encouraging and Supporting Innovation Fund, began in July, 2008. The project aims to determine and understand the additional value of a multi-user virtual environment, such as Second Life, to adult learning experiences, e.g. increased engagement or collaborative problem solving. The project also aims to increase the capability in New Zealand for educators and learners to teach and learn within Second Life. The project is being led by four tertiary institutions: Nelson Marlborough Institute of Technology, Otago Polytechnic, The Open Polytechnic of New Zealand and Wellington Institute of Technology. IBM and Telecom also support the project with representation on the project steering group. The project stages are: • identify suitable learning outcomes in which to pilot use of this technology. • design learning experiences to achieve the selected learning outcomes and discover or develop resources (‘builds’) within Second Life to support the designed learning experiences. • train staff who will pilot the learning experiences with learners. -
E-COMMERCE in IMMERSIVE VIRTUAL WORLDS Case: Second Life
Kirsi Rannikko-Korhonen E-COMMERCE IN IMMERSIVE VIRTUAL WORLDS Case: Second Life E-COMMERCE IN IMMERSIVE VIRTUAL WORLDS Case: Second Life Kirsi Rannikko-Korhonen Bachelor’s Thesis Autumn 2013 International Business Oulu University of Applied Sciences ABSTRACT Oulu University of Applied Sciences International Business Author: Kirsi Rannikko-Korhonen Title of thesis: E-commerce in Immersive Virtual Worlds; Case: Second Life Supervisor: Minna Kamula Term and year when the thesis was submitted: Autumn 2013 Number of pages: 42 + 8 ABSTRACT This thesis was inspired by the VERCCO project of the city of Oulu and local enterprises as well as the InnoMajakka project of Oulu University of Applied Sciences. The purpose was to define the concept of ‘immersive virtual world’ and analyse their commercial potential and characteristics for Small and Medium Sized Enterprises. Furthermore the concept of an avatar was defined. A case study of Second Life has been conducted to illustrate the possible revenue creating models used in or in conjunction with this particular virtual world. The knowledge base of this thesis will concentrate on defining the concept of ‘real 3D immersive virtual world’ and aspires to map out the different ways in which an SME or a private individual is able to conduct business with or within a virtual world. A list of current commercially available virtual worlds will be provided. The practical part of the thesis is a case study of Second Life. The author created a Second Life user account and sought out businesses within the virtual world as well as interviewed a Second Life entrepreneur. The current open-ended virtual worlds were found to be of little interest for established enterprises today. -
Virtual Media: a Participant Observation Study of Art Education in Second Life by Deborah Schlegel a Thesis Presented in Parti
Virtual Media: A Participant Observation Study of Art Education in Second Life by Deborah Schlegel A Thesis Presented in Partial Fulfillment of the Requirements for the Degree Master of Arts Approved April 2014 by the Graduate Supervisory Committee: Mary Stokrocki, Chair Mary Erickson Bernard Young ARIZONA STATE UNIVERSITY May 2014 ABSTRACT We live in a world of rapidly changing technologies that bathe us in visual images and information, not only challenging us to find connections and make sense of what we are learning, but also allowing us to learn and to collaborate with others in new ways. Art educators are beginning to use one of these new technologies, virtual worlds, to create educational environments and curricula. This study looks at how post-secondary art educators are using Second Life in their undergraduate and graduate level curricula and what perceived benefits, challenges, and unique learning experiences they feel this new educational venue offers. This study uses qualitative methodology, including participant observation techniques and qualitative interviews, observations, and collection of generated works, to look at the practices of six art educators teaching university level undergraduate and graduate courses. Data are compared internally between the participants and externally by correlating to current research. Art education in Second Life includes many curricular activities and strategies often seen in face-to-face classes, including writing reflections, essays, and papers, creating presentations and PowerPoints, conducting research, and creating art. Challenges include expense, student frustration and anxiety issues, and the transience of Second Life sites. Among the unique learning experiences are increased opportunities for field trips, student collaboration, access to guest speakers, and the ability to set up experiences not practical or possible in the real world. -
Second Life: a Case Study of Virtual Worlds
Government in 3D: How Public Leaders Can Draw on Virtual Worlds IBM Center for The Business of Government The IBM Center for About the IBM Center for The Business of Government Through research stipends and events, the IBM Center for The Business of Government stimulates research and facilitates discussion of new approaches to improving the effectiveness of government at the federal, state, local, and international levels. The Center is one of the ways that IBM seeks to advance knowledge on how to improve public sector effectiveness. The IBM Center focuses on the future of the operation and management of the public sector. Government in 3D: Government About IBM Global Business Services With consultants and professional staff in more than 160 countries globally, IBM Global Business Services is the world’s largest consulting services organization. IBM Global Business Services provides clients with business process and industry expertise, a deep understanding of technology solutions that address Worlds Virtual on Public Leaders Can Draw How specific industry issues, and the ability to design, build and run those solutions in a way that delivers bottom-line business David C. Wyld value. For more information visit www.ibm.com. Robert Maurin Professor of Management and Director of the Strategic e-Commerce/ e-Government Initiative For additional information, contact: Southeastern Louisiana University Jonathan D. Breul Executive Director IBM Center for The Business of Government 1301 K Street, NW Fourth Floor, West Tower Washington, DC 20005 (202) 515-4504, fax: (202) 515-4375 e-mail: [email protected] Series E-Government/Technology website: www.businessofgovernment.org Wyld C. -
Second Life Committee Report
ACADEMIC AFFAIRS COUNCIL AGENDA ITEM: 6.D DATE: July 26, 2010 ****************************************************************************** SUBJECT: Second Life Committee Report Many educational institutions have a customized presence in Second Life that allows them to collaborate, offer instruction, and explore the vast possibilities of three-dimensional spaces. In 2008, BHSU and SDSU established islands within Second Life. Since then DSU and USD have also started to become engaged in activities within Second Life. AAC received a report of these activities last year (AAC Agenda Item 5.B, April 2009). AAC recommended that an ad-hoc committee be formed to summarize activities within the system and to prepare a set of recommendations for consideration and this was formalized (AAC Agenda Item 5.C, May 2009). Attached is the report from the Second Life Committee containing information on the campuses’ activities in Second Life and a series of recommendations including a set of recommended next steps. Members of the Council should be prepared to discuss these and to consider taking action on the recommendations made. ****************************************************************************** RECOMMENDED ACTION Discussion and approval. Attachment I Second Life Committee Report June 25, 2010 A special thanks to Cathy Anderson, EUC Director, for leading this committee! Overview “Second Life has accomplished what no other 3D virtual environment has done: bring the words `3D virtual environment’ a bit closer to the mainstream.” Kelton (2008), EDUCAUSE Review Second Life™ is a free worldwide “virtual world” which according to its website is an “online 3D virtual world imagined and designed by you. From the moment you enter Second Life, you'll discover a universe brimming with people and possibilities.” Second Life has an estimated 13 million users 18 and over; there is also a Teen Grid for those aging from 13-17. -
The Impact of Student Engagement in a 3D Virtual World on Course Outcomes”
“The impact of student engagement in a 3D virtual world on course outcomes” Khalid M. Dubas https://orcid.org/0000-0001-5271-4484 AUTHORS Ronald D. Pressley Assad Tavakoli Fazlul Hoque Miah Khalid M. Dubas, Ronald D. Pressley, Assad Tavakoli and Fazlul Hoque Miah ARTICLE INFO (2014). The impact of student engagement in a 3D virtual world on course outcomes. Innovative Marketing , 10(2) RELEASED ON Thursday, 07 August 2014 JOURNAL "Innovative Marketing " FOUNDER LLC “Consulting Publishing Company “Business Perspectives” NUMBER OF REFERENCES NUMBER OF FIGURES NUMBER OF TABLES 0 0 0 © The author(s) 2021. This publication is an open access article. businessperspectives.org Innovative Marketing, Volume 10, Issue 2, 2014 Khalid M. Dubas (USA), Ronald D. Pressley (USA), Assad Tavakoli (USA), Fazlul Hoque Miah (Saudi Arabia) The impact of student engagement in a 3D virtual world on course outcomes Abstract The traditional (seated) education offers the opportunity for a face-to-face (F2F) interaction among students and their instructors. However, this F2F interaction is typically absent in online education since the participants are separated by time and space. The three dimensional (3D) virtual world (VW) offers an opportunity to enhance interaction among students and their instructors by allowing their agents or avatars to meet F2F in a 3D VW so this should somewhat compensate for the lack of a physical F2F interaction. The purpose of this project was to utilize a 3D VW technology to engage students in online (OL) courses to enhance their learning and performance. We present several different types of 3D VW platforms and utilize Second Life (SL) by Linden Lab in this study.