Virtual Worlds
EDUCAUSE Virtual Worlds Second Life Group Meeting
Created by AJ Kelton (Montclair State University) on June 16, 2008
In coordination with the Virtual Worlds Hot Topic Discussion at lsat years EDUCAUSE Annual Conference, a group was starting in Second Life. That group had its first meeting on Monday, June 9th. Following is the edited transcript of that meeting (edited for clarity and readability). If you are in Second Life, please join the group EDUCAUSE VIRTUAL WORLDS or contact AJ Brooks in world for an invite. *****
7 Things You Should Know About Second Life
| Title: | 7 Things You Should Know About Second Life (ID: ELI7038) | | Origin: | Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (06/11/2008) | | Type: | Articles, Papers, and Reports | | Abstract: | Second Life is a virtual world with tens of millions of square meters of virtual lands, more than 13 million “residents,” and a thriving economy. Large numbers of colleges and universities—or, in some cases, individual departments or faculty—are active in Second Life, not only for academic purposes but also for campus visits, recruiting activities for prospective students, and fundraising. Second Life lets educators easily build and modify learning spaces to test how different strategies for a physical space affect learning, and a similar approach can be taken toward educational activities in those spaces. The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues. | | View this resource: | |
Envisioning the Educational Possibilities of User-Created Virtual Worlds
| 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. | | View this resource: | |
Making Learning Real: Turning Sim City into "Sim Science"!
| Title: | Making Learning Real: Turning Sim City into "Sim Science"! (ID: ELI08210) | | Author(s): | Diane Jass Ketelhut (Temple University) | | Origin: | Presented at ELI Meetings (03/18/2008) | | Type: | Presentations/Speeches | | Abstract: | Current theories suggest that learning is facilitated when embedded in the context in which it will be used, but the constraints of the traditional classroom make implementing this difficult to impossible. This session will focus on exploring how new technologies such as virtual environments can situate learning in a "real" virtual context, motivate students while helping them develop scientific habits of mind, and support teachers in leading complex scientific inquiries. | | View this resource: | |
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