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YO! PUT YOUR HAIR BACK ON: BRINGING EDUCATION TO SECOND LIFE
National University (UNITED STATES)
About this paper:
Appears in: INTED2010 Proceedings
Publication year: 2010
Pages: 3537-3542
ISBN: 978-84-613-5538-9
ISSN: 2340-1079
Conference name: 4th International Technology, Education and Development Conference
Dates: 8-10 March, 2010
Location: Valencia, Spain
Abstract:
The use of virtual worlds is becoming a defined presence in online teaching and learning. This session will highlight the trials and tribulations of using one of the most innovative Web 2.0 applications, Second Life. This environment offers both real and perceived advantages to the educational experience. It is with this idea that we hope to provide educators a clear indication of what these advantages are. Learning spaces in Second Life can be informal or formal as in real world learning environments. Informal spaces can be libraries, museums, art galleries, or cyber cafes. Students may also engage in immersive settings that range from role plays in the Roman Empire during Nero’s reign to a tropical rain forest to virtual tours through the human body where the learners ride along side red blood cells journeying through the human circulatory system.
Avatars are a visual self expression therefore a certain amount of self disclosure is prevalent. When participating in world essentially it is a kind of role play as the avatars are representations of the user. During 2008, 60% of the residents in Second Life were from countries other than the US. At any given time there are 60,000 residents online. The potential for learners to interact with others different from themselves is great. Developing these experiences so students are able to take full advantage of them it is a team effort.

Second Life may be deployed for a short learning activity to semester long activities or professional training series. It is a media rich setting where students can draw meaning from every element in the environment to solve problems and grow from their own goals and interests. Virtual worlds such as Second Life offer both real and perceived affordances. It is with this idea that we hope to provide educators a clear indication of what these affordances are and effective practices for success.

This virtual session will cover:

• Presenters clarify the nuts and bolts of hardware and software issues
• Planning your 3D multiuser learning environment
• Presenters will discuss the role of culture in second life.
• Presenters will share how to lead students to becoming architects of their own learning

References:

101 Uses for Second Life in the College Classroom http://trumpy.cs.elon.edu/metaverse

Annand, D. Using 3D Virtual Worlds: Engaging learners and providing social support. Vol 9, No 2 (2008). Retrieved October 21, 2009. http://www.irrodl.org/index.php/irrodl/article/view/574/1093

Jeffery, A. Watson, O. and Crawford. C. , 2008, Cardenio Final Project Report
www.newhopeexperience.org/materials/cardenio.pdf

Culture Shock & The Problem Of Adjustment To New Cultural Environments
(An editorial by Dr. Lalervo Oberg; Anthropologist; Health, Welfare and Housing Division; United States Operations Mission to Brazil) retrieved January 1 2009 http://www.worldwide.edu/travel_planner/culture_shock.html

Tully, S. (2007) Second life Best Practices in Education. Teaching, Learning Research. Retrieved January 1, 2009 http://slcn.tv/bpe-intellagirl-tully
Keywords:
Virtual worlds, second life.