Second Life is a 3D virtual world where users create avatars to represent themselves and generate all content. Users can explore, create, and socialize for free or gain additional abilities like owning land by paying a monthly subscription. Universities are using Second Life for classes in subjects like art, science, and medicine by developing virtual environments where students can practice skills like diagnosis. Compared to traditional online classes, Second Life allows for richer experiences through visuals, sounds, and simulations.
The document discusses the experiences of a group of students using Second Life for the first time. It provides both positives and negatives of their experience. They found the orientation island somewhat helpful but difficult to complete all tasks. Working as a cyber team on Second Life presented challenges in coordinating schedules. Some examples of effectively run simulations observed included a jazz club, CNN hub, weather island, and virtual bank. Visiting these simulations helped the group better understand the potential of virtual worlds.
The document discusses using virtual worlds like Second Life for education. It outlines various educational activities that can be done, such as lectures, discussions, simulations and building. Challenges of using virtual worlds like content and technical issues are also mentioned. Guidelines for getting started in Second Life as an educator are provided, including learning the interface, taking classes, and carefully planning educational projects for students.
Virtual Worlds Introduction: Second Life and BeyondAlja Isakovic
This document provides an introduction to virtual worlds like Second Life. It discusses what virtual worlds are, how they have evolved from social networks and online games, and how Second Life works. Users can explore, build things, communicate, participate in businesses and education, and engage in politics, media, art, sports and other activities in Second Life by controlling an avatar and interacting with other users.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
This document discusses exploring Second Life as an instructional tool. It provides an overview of virtual worlds and Second Life, describes how the author had students explore Second Life for educational purposes, and discusses potential uses and problems of using Second Life for teaching and learning.
Why Second Life Scott Merrick For VU CSOScott Merrick
Second Life is a free online virtual world where users interact through avatars. It offers opportunities for engagement, learning, and connection that are difficult to achieve in the real world. Some benefits of using Second Life include more accessible interactions with experts, a sense of presence and place that enhances learning communities, and potentially lower costs compared to other online platforms through reduced rental rates. Educational institutions and organizations are increasingly establishing a presence in Second Life to take advantage of these opportunities.
This document discusses the benefits of virtual worlds like Second Life and provides an overview of its features and uses. It notes that Second Life allows for engagement, immersive education, collaboration, discovery, productivity and more. Many businesses, schools and organizations have a presence in Second Life, including over 100 universities. The document outlines some of the activities people can do in Second Life like meetings, concerts, events, information sharing, outreach and more. It also provides resources for educators and researchers interested in using Second Life.
Second Life is a 3D virtual world where users create avatars to represent themselves and generate all content. Users can explore, create, and socialize for free or gain additional abilities like owning land by paying a monthly subscription. Universities are using Second Life for classes in subjects like art, science, and medicine by developing virtual environments where students can practice skills like diagnosis. Compared to traditional online classes, Second Life allows for richer experiences through visuals, sounds, and simulations.
The document discusses the experiences of a group of students using Second Life for the first time. It provides both positives and negatives of their experience. They found the orientation island somewhat helpful but difficult to complete all tasks. Working as a cyber team on Second Life presented challenges in coordinating schedules. Some examples of effectively run simulations observed included a jazz club, CNN hub, weather island, and virtual bank. Visiting these simulations helped the group better understand the potential of virtual worlds.
The document discusses using virtual worlds like Second Life for education. It outlines various educational activities that can be done, such as lectures, discussions, simulations and building. Challenges of using virtual worlds like content and technical issues are also mentioned. Guidelines for getting started in Second Life as an educator are provided, including learning the interface, taking classes, and carefully planning educational projects for students.
Virtual Worlds Introduction: Second Life and BeyondAlja Isakovic
This document provides an introduction to virtual worlds like Second Life. It discusses what virtual worlds are, how they have evolved from social networks and online games, and how Second Life works. Users can explore, build things, communicate, participate in businesses and education, and engage in politics, media, art, sports and other activities in Second Life by controlling an avatar and interacting with other users.
This document discusses various virtual worlds and 3D online social networks. It provides descriptions and summaries of several virtual worlds including Second Life, Active Worlds, Kaneva, ScienceSim, and the Arts Metaverse. It also discusses why virtual worlds are used, particularly for simulations, training, and education when recreating real-world situations and environments is difficult or costly. The document reflects on the author's initial experiences exploring and learning in Second Life.
This document discusses exploring Second Life as an instructional tool. It provides an overview of virtual worlds and Second Life, describes how the author had students explore Second Life for educational purposes, and discusses potential uses and problems of using Second Life for teaching and learning.
Why Second Life Scott Merrick For VU CSOScott Merrick
Second Life is a free online virtual world where users interact through avatars. It offers opportunities for engagement, learning, and connection that are difficult to achieve in the real world. Some benefits of using Second Life include more accessible interactions with experts, a sense of presence and place that enhances learning communities, and potentially lower costs compared to other online platforms through reduced rental rates. Educational institutions and organizations are increasingly establishing a presence in Second Life to take advantage of these opportunities.
This document discusses the benefits of virtual worlds like Second Life and provides an overview of its features and uses. It notes that Second Life allows for engagement, immersive education, collaboration, discovery, productivity and more. Many businesses, schools and organizations have a presence in Second Life, including over 100 universities. The document outlines some of the activities people can do in Second Life like meetings, concerts, events, information sharing, outreach and more. It also provides resources for educators and researchers interested in using Second Life.
This document summarizes a student paper analyzing the potential uses of Second Life for libraries. The paper discusses several studies that have explored using Second Life for scientific research, education, and collaboration. However, the paper concludes that while Second Life shows promise for certain applications, the technical difficulties and learning curve may limit its usefulness for libraries given the resources required to establish a presence and the lack of visitors most libraries have experienced in Second Life. Maintaining an active library presence in Second Life would require significant time, money, and effort for uncertain benefits.
Second Life is a 3D virtual world platform that allows users to interact through avatars. Users can explore the virtual world, socialize, and build and trade virtual objects and property. The platform can be used for both educational and recreational purposes. Educators use it for collaborative projects, simulations, field trips and classes. While it provides opportunities, Second Life also presents challenges like maintaining safe environments, addressing technical issues, and preventing discrimination. Resources are available to help educators effectively integrate the platform into teaching and learning.
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...Maged N. Kamel Boulos
The Social Web and the 3-D Web/virtual worlds and globes in Medicine and Health
e-Health and the Social Web/the 3-D Web: Looking to the future with sociable technologies and social software
Covers 3-D social networks and virtual worlds/the 3-D Web (including Second Life) and how they relate to Web 2.0 (M.N.K. Boulos - April 2007 - 32 slides)
Find out more at http://healthcybermap.org/sl.htm
The document discusses how Web 2.0 tools can transform research, teaching, and services if academics choose to build serious academic lives online and connect with peers and students. It highlights opportunities for trust and connection in networked learning environments but also challenges like invisible audiences and blurred lines between public and private spaces. Educators are encouraged to rethink technology, media, leadership, and professional development to take advantage of opportunities while mitigating risks in a networked reality.
Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.
Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.
3D Virtual Worlds: Second Life: International Schools EducationDavid W. Deeds
Changchun American International School (CAIS) was the first (we know of!) International Baccalaureate Organization (IBO) World School to establish a cybercampus in Second Life (SL)! We hope to lead the way to an IBO Island in SL soon! We invite other international schools to join us in SL!
This document discusses identities and implications for existence in online spaces and virtual worlds. It explores how digital learning is being used by over 700 educational institutions in virtual worlds like Second Life. Case studies show benefits like allowing geographically dispersed students and faculty to meet and learn together. However, it also notes potential issues like cyberdisinhibition, addiction, and differing types of online identities and levels of immersion versus augmentation.
Why Networks Matter in Teaching & LearningAlec Couros
1. Networks allow for collective intelligence, social support, and an expanding community of learners. As technology evolves, networks provide new opportunities for connecting with others and developing relationships that support teaching and learning.
2. Personal learning networks (PLNs) and the connections formed within them can replace isolation with collaboration, reinventing professional development and allowing voices to be heard beyond traditional boundaries.
3. The future of learning involves moving from fixed and closed systems to open, diffuse social networks where people and knowledge can flow freely. Learners now have more control over accessing information from around the world through platforms like YouTube.
The role of technology in education and the use of web 2.0 technology in toda...Marby Franco
Web 2.0 technologies like blogs, wikis, and social media allow educators to transform teaching and support student learning. These tools can be used to facilitate communication, store and share educational content and data, and collaborate. When incorporated into classrooms, such technologies engage and motivate students by providing online spaces for writing, learning, and connecting with others.
Digital collaboration tools have the potential to improve business efficiency and engagement by enabling effective collaboration across distributed teams. However, current solutions like audio/video conferencing and document sharing only partially address communication problems. Virtual worlds provide an immersive 3D environment that more closely mimics face-to-face interaction by allowing users to be represented by avatars, share documents and 3D models in real-time, and leverage additional non-verbal cues. When implemented securely within an organization's network and integrated with standard productivity tools, virtual worlds can create a more engaging and effective digital collaboration solution compared to traditional alternatives.
The document discusses the topic of online communities and the role of technology in community formation. It explores whether online connections can constitute communities or are simply networks. While some argue online interactions cannot replace face-to-face communities, others believe technology allows isolated individuals to connect in meaningful ways and form communities. The document also examines different tools that can help build and support online communities.
The K12 Online Conference is a free, two-week virtual conference for educators featuring presentations on using technology in the classroom. Presentations are organized into strands such as Classroom 2.0, New Tools, and Professional Learning Networks. Educators can access presentations at any time and participate in live chat sessions with presenters. The conference aims to explore transforming education through leveraging online tools and playing with traditional boundaries in teaching and learning.
Knock Down the Walls: Designing for Open & Networked LearningAlec Couros
Dr. Alec Couros gave a presentation on teaching and learning in a networked era. He discussed how Web 2.0 tools can transform research, teaching and service if academics choose to build serious academic lives online. He also talked about the shift from formal to informal learning and how access to free and open content through mobile computing and digital networks is changing education. Couros believes that understanding networks is a key literacy and that educators should explore open teaching practices like massive open online courses to connect learners worldwide.
Overview Web2.0 Tools For Collaborative LearningDavid Brooks
A presentation given at the EuroCALL 2009 Conference at the UPV Gandia Campus of the Universidad Polytechnica Valencia, Spain, held on Sept 9-12, 2009, session by David L. Brooks, Associate Professor, English as a Foreign Language, Kitasato University, Sagamihara, Japan
This document discusses emerging trends in media and technology. It notes that paradigms are shifting as broadcast media integrates with social media to create personal media. It also discusses how Moore's Law is driving increases in speed, connectivity, mobility and lowering costs. Finally, it suggests next generation thinkers value technology, expression, peer production and critical thinking over stored knowledge.
This document discusses how social networks are transforming education. It describes how learning is becoming more open, collaborative and connected through social tools on the web. Educators are building professional learning networks online and using social media to enhance teaching and connect with students globally. While social media raises issues around privacy and identity, it also fosters new communities of learners when used intentionally by educators and students.
The document discusses the history and concepts of Web 2.0 and virtual worlds, and their potential applications for education. It outlines some of the key components and movements in Web 2.0 like blogs, wikis, social networking sites, and user-generated content. It also discusses early virtual worlds and their precursors. The document then explores some pedagogical approaches and issues to consider when using Web 2.0 and virtual worlds for education, such as principles of distributed conversation and collaborative writing.
El Mundo Virtual 3D de Second Life ofrece un conjunto de herramientas que amplian nuestros procesos de aprendizaje, para involucrar a nuestros alumnos. Sólo estamos limitados por nuestra imaginación.
It's 3D, it's buzzworthy, and it could be the next-generation Internet. But is it good for business? How are organizations using virtual worlds like Second Life for marketing, product development, ecommerce, customer service, and more? Hop aboard this entertaining tour of Second Life as we demystify what's actually happening in the metaverse. We'll uncover what's working and not working for businesses that are experimenting in the Internet's latest Wild West. Presentation by Steve Mulder.
Introduction to Second Life for university-level life sciences research & teaching faculty. Images are from http://flickr.com/photos/rosefirerising/ . Podcast will soon be available at http://www.dent.umich.edu/informatics/bootcamp/ and/or http://www.lib.umich.edu/hsl/podcasts/ .
This document summarizes a student paper analyzing the potential uses of Second Life for libraries. The paper discusses several studies that have explored using Second Life for scientific research, education, and collaboration. However, the paper concludes that while Second Life shows promise for certain applications, the technical difficulties and learning curve may limit its usefulness for libraries given the resources required to establish a presence and the lack of visitors most libraries have experienced in Second Life. Maintaining an active library presence in Second Life would require significant time, money, and effort for uncertain benefits.
Second Life is a 3D virtual world platform that allows users to interact through avatars. Users can explore the virtual world, socialize, and build and trade virtual objects and property. The platform can be used for both educational and recreational purposes. Educators use it for collaborative projects, simulations, field trips and classes. While it provides opportunities, Second Life also presents challenges like maintaining safe environments, addressing technical issues, and preventing discrimination. Resources are available to help educators effectively integrate the platform into teaching and learning.
e-Health and the Social Web ("Web 2.0")/the 3-D Web: Looking to the future wi...Maged N. Kamel Boulos
The Social Web and the 3-D Web/virtual worlds and globes in Medicine and Health
e-Health and the Social Web/the 3-D Web: Looking to the future with sociable technologies and social software
Covers 3-D social networks and virtual worlds/the 3-D Web (including Second Life) and how they relate to Web 2.0 (M.N.K. Boulos - April 2007 - 32 slides)
Find out more at http://healthcybermap.org/sl.htm
The document discusses how Web 2.0 tools can transform research, teaching, and services if academics choose to build serious academic lives online and connect with peers and students. It highlights opportunities for trust and connection in networked learning environments but also challenges like invisible audiences and blurred lines between public and private spaces. Educators are encouraged to rethink technology, media, leadership, and professional development to take advantage of opportunities while mitigating risks in a networked reality.
Virtual Worlds Explorations and Implications is a keynote address for the Association for Information Technology Professionals (AITP). These slides discuss business and IT concerns, virtual worlds statistics and provide visual examples from Second Life.
Content and photos by Cynthia Calongne. Licensed under a Creative Commons Share Alike with Attribution License.
3D Virtual Worlds: Second Life: International Schools EducationDavid W. Deeds
Changchun American International School (CAIS) was the first (we know of!) International Baccalaureate Organization (IBO) World School to establish a cybercampus in Second Life (SL)! We hope to lead the way to an IBO Island in SL soon! We invite other international schools to join us in SL!
This document discusses identities and implications for existence in online spaces and virtual worlds. It explores how digital learning is being used by over 700 educational institutions in virtual worlds like Second Life. Case studies show benefits like allowing geographically dispersed students and faculty to meet and learn together. However, it also notes potential issues like cyberdisinhibition, addiction, and differing types of online identities and levels of immersion versus augmentation.
Why Networks Matter in Teaching & LearningAlec Couros
1. Networks allow for collective intelligence, social support, and an expanding community of learners. As technology evolves, networks provide new opportunities for connecting with others and developing relationships that support teaching and learning.
2. Personal learning networks (PLNs) and the connections formed within them can replace isolation with collaboration, reinventing professional development and allowing voices to be heard beyond traditional boundaries.
3. The future of learning involves moving from fixed and closed systems to open, diffuse social networks where people and knowledge can flow freely. Learners now have more control over accessing information from around the world through platforms like YouTube.
The role of technology in education and the use of web 2.0 technology in toda...Marby Franco
Web 2.0 technologies like blogs, wikis, and social media allow educators to transform teaching and support student learning. These tools can be used to facilitate communication, store and share educational content and data, and collaborate. When incorporated into classrooms, such technologies engage and motivate students by providing online spaces for writing, learning, and connecting with others.
Digital collaboration tools have the potential to improve business efficiency and engagement by enabling effective collaboration across distributed teams. However, current solutions like audio/video conferencing and document sharing only partially address communication problems. Virtual worlds provide an immersive 3D environment that more closely mimics face-to-face interaction by allowing users to be represented by avatars, share documents and 3D models in real-time, and leverage additional non-verbal cues. When implemented securely within an organization's network and integrated with standard productivity tools, virtual worlds can create a more engaging and effective digital collaboration solution compared to traditional alternatives.
The document discusses the topic of online communities and the role of technology in community formation. It explores whether online connections can constitute communities or are simply networks. While some argue online interactions cannot replace face-to-face communities, others believe technology allows isolated individuals to connect in meaningful ways and form communities. The document also examines different tools that can help build and support online communities.
The K12 Online Conference is a free, two-week virtual conference for educators featuring presentations on using technology in the classroom. Presentations are organized into strands such as Classroom 2.0, New Tools, and Professional Learning Networks. Educators can access presentations at any time and participate in live chat sessions with presenters. The conference aims to explore transforming education through leveraging online tools and playing with traditional boundaries in teaching and learning.
Knock Down the Walls: Designing for Open & Networked LearningAlec Couros
Dr. Alec Couros gave a presentation on teaching and learning in a networked era. He discussed how Web 2.0 tools can transform research, teaching and service if academics choose to build serious academic lives online. He also talked about the shift from formal to informal learning and how access to free and open content through mobile computing and digital networks is changing education. Couros believes that understanding networks is a key literacy and that educators should explore open teaching practices like massive open online courses to connect learners worldwide.
Overview Web2.0 Tools For Collaborative LearningDavid Brooks
A presentation given at the EuroCALL 2009 Conference at the UPV Gandia Campus of the Universidad Polytechnica Valencia, Spain, held on Sept 9-12, 2009, session by David L. Brooks, Associate Professor, English as a Foreign Language, Kitasato University, Sagamihara, Japan
This document discusses emerging trends in media and technology. It notes that paradigms are shifting as broadcast media integrates with social media to create personal media. It also discusses how Moore's Law is driving increases in speed, connectivity, mobility and lowering costs. Finally, it suggests next generation thinkers value technology, expression, peer production and critical thinking over stored knowledge.
This document discusses how social networks are transforming education. It describes how learning is becoming more open, collaborative and connected through social tools on the web. Educators are building professional learning networks online and using social media to enhance teaching and connect with students globally. While social media raises issues around privacy and identity, it also fosters new communities of learners when used intentionally by educators and students.
The document discusses the history and concepts of Web 2.0 and virtual worlds, and their potential applications for education. It outlines some of the key components and movements in Web 2.0 like blogs, wikis, social networking sites, and user-generated content. It also discusses early virtual worlds and their precursors. The document then explores some pedagogical approaches and issues to consider when using Web 2.0 and virtual worlds for education, such as principles of distributed conversation and collaborative writing.
El Mundo Virtual 3D de Second Life ofrece un conjunto de herramientas que amplian nuestros procesos de aprendizaje, para involucrar a nuestros alumnos. Sólo estamos limitados por nuestra imaginación.
It's 3D, it's buzzworthy, and it could be the next-generation Internet. But is it good for business? How are organizations using virtual worlds like Second Life for marketing, product development, ecommerce, customer service, and more? Hop aboard this entertaining tour of Second Life as we demystify what's actually happening in the metaverse. We'll uncover what's working and not working for businesses that are experimenting in the Internet's latest Wild West. Presentation by Steve Mulder.
Introduction to Second Life for university-level life sciences research & teaching faculty. Images are from http://flickr.com/photos/rosefirerising/ . Podcast will soon be available at http://www.dent.umich.edu/informatics/bootcamp/ and/or http://www.lib.umich.edu/hsl/podcasts/ .
Connecting the physical world and the virtual world with QR CodesStan Skrabut, Ed.D.
QR codes allow you to connect physical objects to online information and resources. QR codes can be used in education to link from textbooks or assignments to additional course materials online. They can also be used in business to provide customers with more details about products or services by scanning the QR code with their phone. When creating QR codes, it is best to use short URLs and include both the QR code and URL on signs for people without QR reading capabilities on their devices.
Las aulas virtuales son un nuevo concepto en educación a distancia que utiliza tecnologías de la información y comunicación para facilitar el acceso a la información y contenidos de una manera más estimulante que las clases tradicionales. Las aulas virtuales tienen características como foros de discusión, descarga de apuntes, exámenes en línea, videoconferencias y boletines.
Evolucionando el elearning- Aulas virtuales en Moodle, Lineales, iconográfica...Roxana Bonzio
El documento describe las características del e-learning y los entornos virtuales de aprendizaje (EVA), y explica cómo crear aulas virtuales iconográficas y metafóricas en Moodle. Las aulas iconográficas usan íconos para guiar a los estudiantes a recursos y actividades, mientras que las aulas metafóricas mapean partes de una imagen a recursos mediante herramientas de mapeo de imágenes.
Learn more about Monty C. M. Metzger at http://blog.monty.de/keynote-speaker
Contact me at monty (at) aheadoftime (dot) de
This is presentation by Monty Metzger, CScout @ Siemens Global Web Conference. May 2007.
Este documento presenta varias estrategias pedagógicas para cursos virtuales, incluyendo el uso de metáforas pedagógicas y gráficas para motivar el aprendizaje, y el uso de herramientas de la Web 2.0 como YouTube y Facebook. El objetivo es mejorar el aprendizaje de estudiantes en modalidad virtual mediante el fortalecimiento de habilidades cognitivas y creativas. Se analizan tipos de metáforas, y se proponen actividades y valoraciones para integrar estas estrategias en cursos virtuales.
Second Life and Virtual Worlds – A Service Opportunity?Peter Clarke
The document discusses Second Life, a 3D virtual world, and its potential as a service opportunity for libraries and education. It provides an overview of Second Life, examples of how universities are using it, challenges of adoption, and whether Second Life will remain dominant in virtual worlds. While virtual worlds show promise for certain disciplines and learners, challenges around technology, ownership concerns, and competition mean Second Life may not be the optimal environment.
Presentation made quarterly to the Teaching and Learning Centers at Portland Community College to explain to instructors what Second Life is from an academic standpoint, and why they may be interested in exploring it in their teaching and learning.
Performance Monitoring of Libraries using Social Media Metrics: A Case StudyS. L. Faisal
Libraries are making use of social media channels in a great way to market their resources and to reach out to users. The impact and effectiveness of using these tools in a library depend on periodically submitting them for monitoring and evaluation which shall be subsequently followed by necessary quality improvements. The performance of a library on the social media sphere can be monitored qualitatively and quantitatively by measuring some primary social media matrices based on activity, audience, engagement and referrals. The presentation attempts to monitor and study the social media performance of the library of Kendriya Vidyalaya Pattom by conducting a social media matric analysis of its blog, Facebook page (social networking) and twitter (micro blogging) accounts.
The paper was presented at the National Seminar on Librametrics to Altmatrics, organized by the Department of Library & Information Science, University of Kerala, during 26-27 February 2016 in Thiruvananthapuram, Kerala, India
This document discusses virtual worlds and online games. It provides statistics on gaming participation rates that show gaming is booming. It discusses the size and growth of the web-based and mobile online game market. It also outlines evolving business models for online games, including virtual goods, franchises, subscriptions, advertising, free-to-play models with microtransactions, and in-game advertisements. The document emphasizes that games are being played by everyone and are becoming a major social platform.
This document discusses the impact of the virtual world Second Life on business. It describes Second Life as an online virtual world launched in 2003 by Linden Lab that allows users to interact, communicate, and do business. Many large companies such as IBM, Cisco, and Dell have established a presence on Second Life to market and sell products, conduct training, and get customer feedback. The document analyzes how Second Life benefits both Linden Lab, as the creator of Second Life, and IBM as a customer, through increased revenue opportunities and new engagement with customers. It predicts that virtual worlds like Second Life will become increasingly important for business in the future as more people spend time and conduct transactions online in virtual spaces.
Customers; without whom the business can't survive. In today's world it is very important fact that how we maintain relationship with customer. Higher customer base made the relationship difficult and new technology of V- CRM came to existence. It defines the easy and effective way to maintain the customer relation and reduces the churn rate.
AVATAR is a two year European Multilateral project under the Lifelong learning programme 2007-2013, Sub programme Comenius aimed at teaching secondary school teacher to use virtual worlds in education.
AVATAR multi-actors include seven organizations from six EU countries: (Coordinator) Consorzio FOR.COM (Italy), FH Joanneum University of Applied Sciences (Austria), Burgas Free University (Bulgaria), University of Southern Denmark (Denmark), Universidad Nacional de Educaciòn a Distancia (Spain), University of Hertfordshire Higher Education Corporation (UK), SOPHia In Action Consulting (Italy)
For more information see http://www.avatarproject.eu
Bernadette Daly Swanson - HVX Silverstar in Second Life
Reference/ Librarian - Carlson Health Sciences Library - University of California Davis, ELAG 2008 Conference - Rethinking the Library - 14-16 April 2008
European Libraries Automation Group | ELAG2008
Wageningen University & Research Center - The Netherlands.
View the Alliance Virtual Library Directory of Libraries at:
http://infoisland.org/directory/
The document discusses the 7 Stages of User Action theory proposed by Donald Norman. The theory describes the stages a user goes through when interacting with a system to achieve a goal. The stages are: forming an intention, specifying an action, executing the action, perceiving the system state, interpreting the system state, evaluating the outcome, and forming a new intention if needed. The document provides examples of applying the theory to analyze tasks and designs in various systems, including a K-12 virtual school system.
Avatar-mediation and transformation of practice in a 3D virtual world - meani...Marianne Riis
This document summarizes Marianne Riis's PhD defense presentation on avatar-mediation and the transformation of practice in the 3D virtual world Second Life. The summary includes:
1) Riis's research questions focused on how students respond to avatar-mediation and transformation of practice in Second Life, and how design can facilitate meaningful participation and reification for students.
2) Her methodology involved research-led action research over four cycles from 2007-2011 using grounded theory-inspired coding of qualitative data from observations, interviews, and documents.
3) Key findings included that a respectful remediation strategy alone was not effective, and that alignment with curricular goals, supporting identities, and in-world
"Avatars: HVX Silverstar | HVX Voyager & HVX Shephard in Teen Second Life"bridgingworlds2008
This document discusses the growth and use of virtual worlds like Second Life for libraries. It notes that 80% of people are expected to use virtual worlds by 2011. Many libraries have established a presence in Second Life to provide reference services and classes. Some challenges include the learning curve of using virtual worlds and ensuring access for users. The document highlights examples of library services, collections, and events provided in virtual worlds.
FIN Conference 2010: Libraries and Museums in Virtual Worlds.
Title: Libraries and Museums in the Cloud
When everything moves into the cloud, what will happen to our libraries and museums? We adapted to technological and social media influences by creating online collections, social communities and virtual tours, yet need to preserve our literary, artistic and historical collections. What value do we place on these remarkable repositories and the sensory experiences that they offer? Join us as we explore the future of libraries and museums within virtual and current venues.
Distance learning involves transferring knowledge to learners separated from instructors by time and/or distance using technology. It has grown due to social changes increasing demand for flexible education. Virtual worlds like Second Life are increasingly used in education, allowing synchronous collaboration between geographically dispersed users. Educators use Second Life to hold classes, meetings, and experiences that can supplement traditional education.
Going social: the librarians bag of tricksBonaria Biancu
The document discusses the transition of libraries to Library 2.0 by embracing social media and web 2.0 technologies and principles. Key points include engaging users through social computing applications like blogs, wikis and podcasts; harnessing user participation and collaboration; and meeting users online through channels they use regularly like social networking sites and repositories. The goal for librarians is to have conversations with users through many platforms, gather and organize information for them, and share and remix content to better serve users in online spaces.
I am Library: an ode to self-discovery and collective creativity in Second Li...Bernadette Daly Swanson
The document discusses the use of virtual worlds like Second Life for educational and library purposes. It provides an overview of Second Life, including statistics on its usage and size. It also summarizes the benefits of using Second Life for collaboration, conferences, and extending library services in new ways. Key challenges mentioned include the learning curve and technical requirements of participating in virtual worlds.
This document provides an overview of the virtual world Second Life and details on existing library involvement within it. It describes what Second Life is, how it is used for education by over 250 institutions, and some statistics on its popularity and commercial success. It outlines how libraries can get involved by recreating real spaces, engaging students, and providing resources. Examples are given of existing library efforts in Second Life, including the Alliance Second Life Library project which has 37 library-focused islands and a reference desk.
The document discusses the use of the virtual world Second Life for collaborative and experiential learning. It provides background on Second Life and describes how over 300 universities are using it to enhance online education by providing a sense of community and allowing for social interaction that can be lacking in traditional online formats. Examples are given of how Northern Illinois University has built a virtual campus in Second Life and uses it for in-world lessons, simulations, and synchronous class meetings.
1. A virtual world is a computer-simulated 3D environment where users interact through avatars. Second Life is a popular virtual world launched in 2003 with over 18 million users.
2. Second Life allows for a high degree of customization and collaboration. Users can design their own avatars and virtual objects. Many universities and companies use Second Life for teaching, meetings, and social networking.
3. Educational uses of Second Life include language learning, architecture tours, and role-playing simulations. However, its use should be intentional and technologies chosen based on their ability to meet instructional goals.
Created as a podcast for the Dental Informatics Online Community [http://www.dentalinformatics.com/], this is a snapshot / overview of social technologies (web 2.0) used by and for science researchers, bioinformaticians and health informatics geeks. These include those used to build their communities, ways they have engaged with broader communities, examples of research opportunities, and crowdsourcing, as well as much more.
The document discusses the Institute for Multimedia Literacy at USC and its programs related to multimedia scholarship. It describes an honors program in multimedia scholarship for students, efforts to incorporate multimedia into core courses and across the college, a journal on culture and technology, and use of spaces in Second Life for learning. It also discusses how students' media skills and needs are changing and the need for new teaching models to address these changes.
Pitching Second Life to Educators - 15 minutesFleep Tuque
Bare bones presentation about why educational institutions should be exploring virtual worlds like Second Life. Can be expanded if more time is available
Keynote address for the Jossey-Bass Online Teaching and Learning (OTL) Conference, October 6-8, 2008 held at http://home.learningtimes.net/otl
This presentation includes 2008 activities and updated references. The lamp project may be obtained from Lyr Lobo in Second Life.
The wider environment of open scholarship – Jisc and CNI conference 10 July ...Jisc
1. The document discusses shifts in scholarship towards more open and collaborative models enabled by digital technologies, including the end of traditional scholarly articles and emergence of "social machines" involving both humans and machines.
2. It proposes a new model of scholarly communication called "social objects" that are part of a computational network of expertise, data, and narratives maintained by both humans and machines.
3. Key aspects of this new model include research objects that encode the full scholarly process and outputs, and social machines that empower researchers through collaborative and automated curation of the scholarly record.
The document discusses the opportunities and challenges of integrating Web 2.0 technologies into academia. It outlines several Web 2.0 pedagogies like collaborative writing, social object pedagogies, and podcasting. However, concerns include issues around privacy, copyright, and a lack of preservation when content is hosted externally. Web 2.0 adoption in academia also faces challenges from entrenched systems like campus course management systems.
The USC Institute for Multimedia Literacy offers several programs and projects focused on incorporating multimedia into education. Its key programs include an Honors in Multimedia Scholarship, Multimedia in the Core curriculum, and Multimedia Across the College support. Projects include a journal, learning spaces in Second Life, and a Digital Educators Consortium of local colleges. The Institute also helps redesign large enrollment classes and supports K-12 initiatives.
This document provides an overview of research being conducted in the virtual world of Second Life. It discusses topics like virtual world interoperability, virtual hallucinations, knot theory, robotics, and education in Second Life. It also provides statistics on Second Life usage and lists many resources and links for further researching topics related to Second Life.
Diane Nahl, presentation to the Hawaii Library Association, Kaneohe, Hawaii, November 12, 2009
35 attendees including, school, public, academic and special librarians
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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CapTechTalks Webinar Slides June 2024 Donovan Wright.pptxCapitolTechU
Slides from a Capitol Technology University webinar held June 20, 2024. The webinar featured Dr. Donovan Wright, presenting on the Department of Defense Digital Transformation.
BÀI TẬP BỔ TRỢ TIẾNG ANH LỚP 8 - CẢ NĂM - FRIENDS PLUS - NĂM HỌC 2023-2024 (B...
Second Life: Education in a Virtual World (slidecast)
1. Second Life: Education in a Virtual World Bernadette Daly Swanson Danielle Kane University of California Davis University of California Santa Cruz Academic Library 2.0 Library Association University of California Berkeley November 2, 2007
2. Mica & HVX: Taking on a Second Life Video http:// www.youtube.com/watch?v =faeXGPB5coA
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11. So, what are librarians & educators doing in Second Life…
12. Participants UCLA Library San Diego State University UCI Anteater Island UCB ALA California State University – Pomona Nature Publishing Group Stanford Indiana University SDSU MIT UCI Columbia University The Bay School of San Francisco UCSB Chapman University Drexel University IEEE Harvard University UCLA New York University The Art Institute of California-San Diego Pennsylvania State University New Media Consortium UCD Ball State University Pepperdine University UCSC University of Colorado
18. UC Irvine Anteater Island Experimental distance learning initiative The primary purpose of the island will be to support UCI courses wishing to use it as a platform for computer design projects and to use it as an innovative learning environment.
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25. Second Life World Map: view of Info Archipelago Library Islands, Caledon Victoria City & Partner Islands
28. Should we be thinking about training & developing skills for virtual worlds? New Media Consortium Orientation Island
29. Libraries & Virtual Worlds Lori Bell, Director of Innovation Alliance Library System "Gartner Research Group predicts 80 percent of Internet users will be in a virtual world by 2011. This is the next phase of the Internet and libraries need to be where users are. We are investigating and offering library services to people who might not otherwise come to the library and we have an international community of librarians and educators working together to provide high quality services." Lorelei Junot in Second Life
31. On Virtual Worlds… “ Every library doesn’t need to have a separate library in a virtual world like Second Life so it offers and ideal way to test collaborative service models. Working in 3-D and in real-time is a way to get a fresh perspective on traditional library services and on seeing how to present resources. Some librarians are extending normal services into SL, for example, a map/gis librarian has begun offering GIS consulting at regularly scheduled times on info island. I’m interested in bringing government information resources and services into second Life…the collaborative opportunities are a good fit for this kind of online resource.” Hyacinth Cortes “ I see Second Life as a cost-effective way to collaborate on ideas and projects. And once we've designed something in Second Life, it's easier to communicate our vision and make it a reality.” Lyra Weston
32. Collaborating Poster Session & Machinima (video) for ACRL 2007, Baltimore Three librarians from Illinois, North Carolina, California collaborated in Second Life to develop the posters and machinima (video) for ACRL poster session. For this presentation, Mica and I collaborated in Second Life and via email. We uploaded files to slideshare.net (we have never met in person)
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34. Real Time 3D Video Instruction Stream QuickTime Video into Second Life Machinima Institute Moving from ALA Arts InfoIsland to Eduisland
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37. Machinima / New Media Books Kelland, Matt, Dave Morris, and Dave Lloyd. Machinima. Boston, MA: Thomson / Course Technology. 2005. Marino, Paul. 3D game-based filmmaking : the art of machinima. Scottsdale, Ariz: Paraglyph Press. 2004. Hancock, Hugh, Ingram, Johnnie. Machinima For Dummies. Indianapolis, IN: Wiley Publishing Inc. 2007 Henry Jenkins, Convergence Culture: Where old and new media collide. New York: New York University Press, 2006.
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43. New Media: Cross Platform (TV, Web, Virtual World, etc.)
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45. Intellectual Property It’s all yours… it is built into the code “ Second Life has taken the Creative Commons license a step further… Creators in Second Life can mark their content with the license they want. If it is marked with a CC license, someone can take a picture of it without express permission. If it is not marked with a license, then if you try to take a picture of it, the object will be invisible.” “ If a right is violated, it gets remedied through the law.” Lessing, Lawrence. Code: Version 2.0. New York: Basic Books. 2006 CC Atribution-ShareAlike Machinima: Filmmakers are migrating to Second Life as it is one of few games or game-like spaces where machinima can be created and used/sold commercially. Few games offer this freedom.