Use of Second Life in K-12 and Higher Education: a Review of Research
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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 As an Emerging Platform for Intercultural Education
Freie Universität Berlin Fachbereich Erziehungswissenschaften European Master in Intercultural Education Second Life as an Emerging Platform for Intercultural Education Master Thesis by Annette Pohlke Engadiner Weg 4 12207 Berlin Tel.: 8174529 [email protected] handed in on the 31st of August 2007 Erstgutachter: Prof. Dr. Bernd Overwien Zweitgutachter: Dr. Antje Dohrn Table of Contents 1. Introduction...................................................................................................................................1 2. Virtual realities an their use in education................................................................................2 3. An introduction to Second Life...................................................................................................6 3.1 The language of Second Life.............................................................................................6 3.2 What is Second Life?...........................................................................................................8 3.3 Education in Second Life..................................................................................................11 3.3.1 Resources................................................................................................................11 3.3.1.1 Staff members specialised in education..............................................11 3.3.1.2 Mailinglist....................................................................................................12 3.3.1.3 Land for educators....................................................................................12 -
Social Capital in Second Life Introduction
Social Capital in Second Life Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Preprint of Huvila, I.; Holmberg, K.; Ek, S. & Widén-Wulff, G. Social Capital in Second Life. Online Information Review, 2010, 34 (3), 295-316. Purpose: Second Life is a user-created online virtual world, which is a place where people with shared interests can meet and be together and share information. The purpose of this study is to investigate whether Second Life communities foster and nurture social capital, whether social capital within Second Life is related to social capital outside the virtual world, whether some characteristics affect the likelihood of users having social capital, and whether some existing measure of social capital can be modified and used to study social capital in Second Life. Design/methodology/approach: Study is based on a statistical analysis of data gathered in a web survey of a convenience sample (N=67) of Second Life residents. The social capital measure used was based on Bullen and Onyx, 1998. Findings: Second Life is an environment that fosters the emergence of social capital. Residents, who consider themselves as producers, have higher levels of social capital than those, who consider themselves as non-producers. Having social capital within Second Life is unrelated to having social capital outside the virtual world. Consistency of the instrument proved to be excellent for measuring social capital within Second Life and good outside the virtual world. Research limitations/implications: Small sample size and the composition of the research population limit the possibilities to generalise the findings. Practical implications: Second Life is a potent environment for community building and collective action. -
Introduction to Second Life
Announcement Introduction to NEXT TUESDAY (25th November) and THURSDAY Second Life (27th November) we will have invited speakers in CL1: Tuesday 25th: “Cookie Monsters, star fish and Computer Literacy1 Lecture 27 glowing pumpkins: the bizarre world of learning 20/11/2008 in Second Life” a talk by Judy Robertson and Nicole Cargill-Kipar NOTE: ROOM CHANGE FOR ABOVE TALK!!! We will be in AT Lecture Theater 5 !!!! Thursday 28th: “Ph@ttsessionz” a talk by Christoph Draxler Topics Second Life Introduction Second Life (SL) Released on 23 June 2003 Client Created by Linden Labs Virtual Reality Second Life is the name of the virtual world Avatars Technology used for Second Life they created online Second Life at Universities To interact with this world the user needs to download a client program: Second Life Viewer 1 Client program What is Second Life? A client program allows you to access a It’s a social network remote service to a server A very advanced social network Web browsers for example are clients And its also a metaverse = virtual world Online chats are using clients e.g. Skype Metaverse implies that the virtual world appears as an urban environment to its user Second Life is said to be currently the only three-dimensional virtual world Virtual Reality Second Life Terms Virtual reality allows the user to interact with Resident: a computer simulated environment Every user of Second Life is a resident Currently most virtual experiences are made Avatar: visually, only a few can add sound or other sensory information The basic avatar is of human appearance, in the beginning of SL one default appearance looked Where is it used? cat- or fox-like (neko avatar) Computer games, surgery simulation in medicine, phobia treatment in therapy, etc. -
My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims and the Problem of Access Megan B
Richmond Journal of Law and Technology Volume 15 | Issue 1 Article 4 2008 Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims And The Problem Of Access Megan B. Caramore University of Richmond Follow this and additional works at: http://scholarship.richmond.edu/jolt Part of the Intellectual Property Law Commons Recommended Citation Megan B. Caramore, Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims And The Problem Of Access, 15 Rich. J.L. & Tech 3 (2008). Available at: http://scholarship.richmond.edu/jolt/vol15/iss1/4 This Article is brought to you for free and open access by UR Scholarship Repository. It has been accepted for inclusion in Richmond Journal of Law and Technology by an authorized administrator of UR Scholarship Repository. For more information, please contact [email protected]. Richmond Journal of Law & Technology Volume XV, Issue 1 HELP! MY INTELLECTUAL PROPERTY IS TRAPPED: SECOND LIFE, CONFLICTING OWNERSHIP CLAIMS AND THE PROBLEM OF ACCESS By: Megan B. Caramore∗ Cite as: Megan B. Caramore, Help! My Intellectual Property Is Trapped: Second Life, Conflicting Ownership Claims and the Problem of Access, XV RICH. J.L. & TECH. 3 (2008), http://law.richmond.edu/jolt/v15i1/article3.pdf. I. INTRODUCTION [1] The controversy over ownership of virtual “real” property and intellectual property rights within online games has existed for nearly as long as the technology to create such games.1 Previously, the owners of virtual worlds possessed sole control over everything within the world as a result of rather strict terms contained in their user licensing agreements.2 Lately, this controversy has acquired a new dimension in a rapidly expanding game called Second Life.3 Second Life is different from most online games because it expressly guarantees its users the rights to content ∗ The author will receive her J.D. -
Being in Cyberspace
Virtually Real: Being In Cyberspace By Morgan Leigh A thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy University of Tasmania November, 2014 1 Statement of Originality This thesis contains no material which has been accepted for a degree or diploma by the University or any other institution, except by way of background information and duly acknowledged in the thesis, and to the best of the my knowledge and belief no material previously published or written by another person except where due acknowledgement is made in the text of the thesis, nor does the thesis contain any material that infringes copyright. Statement of Ethical Conduct The research associated with this thesis abides by the international and Australian codes on human and animal experimentation, the guidelines by the Australian Government's Office of the Gene Technology Regulator and the rulings of the Safety, Ethics and Institutional Biosafety Committees of the University. Morgan Leigh 7/11/2014 Authority of Access This thesis is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/. You are free to: • Share — copy and redistribute the material in any medium or format • Adapt — remix, transform, and build upon the material • for any purpose, even commercially. • The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: • Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. -
Lessons from Second Life: Collective Hopes, Unrealized Potentialities
fiph. JOURNAL Ausgabe Nr. 30 / Oktober 2017 philosophie heterotop Kira at Second Life, screenshots philosophie heterotop Unter dieser Rubrik werden Formate, Personen und Institutionen vorgestellt, die an „anderen Orten“, jenseits des Universitären, philosophieren, ebenso wie Philosophie, die „andere Orte“ erzeugt bzw. erfahrbar macht. Lessons from Second Life: Collective Hopes, Unrealized Potentialities Yoko Arisaka Second Life is an online 3-D „infrastructure“ developed The applications of SL are numerous as much as unlimited. It by Linden Lab (San Francisco) in 2003. It is not a video can be used as: game, in that there are no „objectives and rules“. It is ■ Social Space (Meeting people, common interests, fantasy, conceived as a virtual world of „avatar residents“ cre- sex) ating their own worlds. During 2012, I had a chance ■ Education (Universities, labs, interest-based institutions, to teach an online philosophy seminar once a month. classes) There are unlimited potentialities in SL (Second Life) as ■ Art (exhibitions, music concerts, shows, theater) the creators rightly imagined, but there are also a num- ■ Embassies (Maldives, Sweden, Estonia, Colombia, Serbia, ber of potential problems, as I have observed. Macedonia, Philippines, Albania all had Embassies in SL) ■ Religion (First Unitarian Church, Islam Online, By 2006, SL had 1 million Users; by 2010, up to 21 Million. Atheists, other groups had their institutions in SL) However, the numbers declined and today, there are about ■ History (1920s Berlin Project, 1880s Victorian London) 600,000 active users worldwide. Everyday, up to 50,000 ■ Investment and Marketing users are online at the same time in different sub-worlds ■ Science Collaboration (American Chemical Society, (which are rated „General“, „Moderate“ and „Adult“). -
Mapping of LITHIUM-ION BATTERIES for Vehicles
Mapping of LITHIUM-ION BATTERIES for vehicles A study of their fate in the Nordic countries Mapping of lithium-ion batteries for vehicles A study of their fate in the Nordic countries Lisbeth Dahllöf, Mia Romare and Alexandra Wu TemaNord TN2019:548 IVL Svenska Miljöinstitutet C442 Mapping of lithium-ion batteries for vehicles A study of their fate in the Nordic countries Lisbeth Dahllöf, Mia Romare and Alexandra Wu ISBN 978-92-893-6293-1 (PDF) ISBN 978-92-893-6294-8 (EPUB) http://dx.doi.org/10.6027/TN2019-548 TemaNord TN2019:548 ISSN ISSN-Nummer Standard: PDF/UA-1 ISO 14289-1 © Nordic Council of Ministers 2019 This publication was funded by the Nordic Council of Ministers. However, the content does not necessarily reflect the Nordic Council of Ministers’ views, opinions, attitudes or recommendations This report have the number C442 in the report series of IVL Swedish Environmental Research Institute Disclaimer This publication was funded by the Nordic Council of Ministers. However, the content does not necessarily reflect the Nordic Council of Ministers’ views, opinions, attitudes or recommendations. Rights and permissions This work is made available under the Creative Commons Attribution 4.0 International license (CC BY 4.0) https://creativecommons.org/licenses/by/4.0. Translations: If you translate this work, please include the following disclaimer: This translation was not pro- duced by the Nordic Council of Ministers and should not be construed as official. The Nordic Council of Ministers cannot be held responsible for the translation or any errors in it. Adaptations: If you adapt this work, please include the following disclaimer along with the attribution: This is an adaptation of an original work by the Nordic Council of Ministers. -
Second Life Taskforce Recommendations Item #29 YALSA Board of Directors Meeting ALA Annual Conference, Anaheim June 26 – July 2, 2008
YALSA Board of Directors – Annual 08 Topic: Second Life Taskforce Recommendations Item #29 YALSA Board of Directors Meeting ALA Annual Conference, Anaheim June 26 – July 2, 2008 Topic: Second Life Taskforce Recommendations Background: At the 2007 Annual meeting the Board voted to establish a taskforce to “explore the possibility of a YALSA presence in Second Life and report back to the YALSA Board of Directors at Midwinter 2008. Issues to explore include: cost, member interest in and use of Second Life, other ALA Division’s (or similar organizations) use of Second Life, possible content and types of participation and relevance to the YALSA mission.” Their final report is provided below. Action Required: Discussion How the Task Force operated to complete the charge: Since the Task Force was not fully formed until November 2007, and the results from the member survey were completed just prior to Midwinter, we were given an extension on the due date of this report. Task Force members met in Second Life and exchanged emails to discuss the work of the group. Then members divided up the responsibilities as outlined in the charge of the Task Force, and agreed to report findings to the group via email or a shared Google Document until the YALSA wiki (http://wikis.ala.org/yalsagroups/index.php/Second_Life) was set up. Results from the findings: Costs: An individual interested in participating in Second Life can register for a basic account at no charge. A basic account does not come with a land plot but has all the basic essentials needed to function in SL (avatar with default clothing). -
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. -
CHAPTER 01 Ou Probably Have a Lot of Questions About the Ysecond Life Grid
CHAPTER 01 ou probably have a lot of questions about the YSecond Life Grid. What is the SL Grid? How many people use it? Are a lot of businesses, educators, nonprofits, and government agencies getting on the Grid? How do they use it for their projects, and why? What sorts of projects work best? Is the SL Grid right for your project? Read on for answers! WHAT YOU CAN DO ON THE SECOND LIFE GRID What IS THE SECOND LIFE GRID? You've probably read articles about Second Life, heard about it from a friend or colleague, or maybe you've even tried it yourself. A lot of people aren't clear on just what Second Life is and what it can do, but they know it looks like a game, which seems to conflict with the stories of government agencies and universities and corporations using it for serious and definitely nongame projects. So let's start with an overview of the Second Life Grid and the features it offers that might be useful to you for a project for your business, educational institution, nonprofit, or government agency. The SL Grid is a platform that offers users the ability to create public or secure 3D online virtual spaces or to visit and use spaces created by others. The same technology is the framework of the popular virtual world Second Life, but the SL Grid contains the Second Life world, not the other way around. A convenient comparison: your space in SL is to the SL Grid as your company's website is to the World Wide Web. -
Second Life - Wikipedia
12/5/2017 Second Life - Wikipedia Second Life Second Life is an online virtual world, developed and owned by the San Second Life Viewer Francisco-based firm Linden Lab and launched on June 23, 2003. By 2013, Second Life had approximately 1 million regular users.[1] In many ways, Second Life is similar to massively multiplayer online role-playing games; however, Linden Lab is emphatic that their creation is not a game:[2] "There is no manufactured conflict, no set objective".[3] The virtual world can be accessed freely via Linden Lab's own client programs Developer(s) Linden Lab or via alternative Third Party Viewers.[4][5] Second Life users (also called Initial release June 23, 2003 residents) create virtual representations of themselves, called avatars, and are Stable release 5.0.9.329906 / able to interact with places, objects, and other avatars. They can explore the November 17, world (known as the grid), meet other residents, socialize, participate in both 2017 individual and group activities, build, create, shop and trade virtual property and services with one another. Preview release 5.0.2.323359 / February 3, 2017 The platform principally features 3D-based user-generated content. Second Platform Windows x86-32 Life also has its own virtual currency, the Linden Dollar, which is exchangeable (Vista or higher) with real world currency.[2][6] macOS (10.6 or Second Life is intended for people aged 16 and over, with the exception of 13– higher) 15-year-old users, who are restricted to the Second Life region of a sponsoring Linux i686 institution (e.g., a school).[7][8] License Open-source Built into the software is a 3D modeling tool based on simple geometric shapes, Website secondlife.com (h that allows residents to build virtual objects.