Stimulation of real situations - the creation of a method lab for emergency personnel, Learning to sail in Second life, Virtual Pilgrimage - anthropology students change into the clothes and walk through the Haj, learning about Islam and the Haj as they experience it.
India struggling for independence..students are assigned roles both as English and India - they must go to storage area and select proper clothes and skins and etc, and act their roles, then discuss how they felt, what could have been different.
“ My students will each get a room in a Japanese house I am constructing today. They will be required, in groups, to decorate that room with Japanese culture and then present it to visitors at a culture exposition at the end of the semester.” Professor Merryman - Japanese culture Teacher.
Victorian Certificate of Applied Learning (VCAL) students completed their 'Work Related Skills' unit by 'becoming' the staff at Paluma Bay Resort, a virtual holiday resort students and staff built in Second Life. The project culminated in 'tourists' from across Victoria, Australia and oversees visiting the resort and undertaking activities coordinated and managed by the 'staff' - the VCAL students.
Data Visualisations and Simulations Genome island has been developed to teach Genetics, using SL scripting, Professor Professor Mary Anne Clark has created laboratories where students can take part in virtual experiments that produce data that can be analysed.
Historical recreations and re-enactments Chariot race movie
Scavenger hunts, treasure hunts and quests - “find clues in order to read parts of a short story; at the end was a riddle to determine how well the content was learnt... the scavenger hunt got the students moving, while the riddle kept them puzzled long enough to think about things”
Conversing in a second language , (text and voice) reading and following directions in learning a second language. Language schools
Exhibitions of art work , creating works of art and exhibiting them.
Venue for performance art and as platform for creative expression - such as through machinima, live performances.
Asynchronous activities such as educational games, learning kiosks (links to blogs, podcasts, presentations), student organisations, and arts experiences.