Contributed by Organizations or Campuses; Articles, Papers, and Reports; and Second Life

Envisioning the Educational Possibilities of User-Created Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Envisioning the Educational Possibilities of User-Created Virtual Worlds (ID: CSD5429)
Author(s):David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center)
Source:AACE-Association for the Advancement of Computing in Education
Origin:Contributed by Organizations or Campuses (04/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds.

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Sizing Up Second Life

Added by the EDUCAUSE Librarian
Title:Sizing Up Second Life (ID: CSD5415)
Author(s):Tim Goral (University Business)
Origin:Contributed by Organizations or Campuses (03/06/2008)
Type:Articles, Papers, and Reports
Abstract:

Higher ed learns how to live in a virtual world.

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Sharing, Privacy and Trust in Our Networked World: A Report to the OCLC Membership

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Title:Sharing, Privacy and Trust in Our Networked World: A Report to the OCLC Membership (ID: CSD5211)
Source:OCLC
Origin:Contributed by Organizations or Campuses (10/31/2007)
Type:Articles, Papers, and Reports
Abstract:

The practice of using a social network to establish and enhance relationships based on some common ground—shared interests, related skills, or a common geographic location—is as old as human societies, but social networking has flourished due to the ease of connecting on the Web. This OCLC membership report explores this web of social participation and cooperation on the Internet and how it may impact the library’s role, including:

  • The use of social networking, social media, commercial and library services on the Web
  • How and what users and librarians share on the Web and their attitudes toward related privacy issues
  • Opinions on privacy online
  • Libraries’ current and future roles in social networking

The report is based on a survey (by Harris Interactive on behalf of OCLC) of the general public from six countries—Canada, France, Germany, Japan, the United Kingdom and the United States—and of library directors from the U.S. The research provides insights into the values and social-networking habits of library users.

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Second Life: It's not a game

Added by the EDUCAUSE Librarian
Title:Second Life: It's not a game (ID: CSD4779)
Author(s):David Kirkpatrick (Daniel Webster College)
Origin:Contributed by Organizations or Campuses (2007)
Type:Articles, Papers, and Reports
Abstract:"Fortune's David Kirkpatrick reports on why IBM's Sam Palmisano and other tech leaders think Second Life could be a gold mine."
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