The document discusses using virtual worlds like Second Life to develop knowledge-age skills in teenagers. It describes the Schome project, which created a teen-only region in Second Life called Schome Park to engage students in collaborative activities that build skills like communication, problem-solving, creativity and leadership. Examples of activities discussed include playing sudoku, chess and geocaching, which allow students to practice different skills through game play in a safe, virtual environment.
1. Developing Knowledge-age Skills in a Teen Second Life Community or Education can be Murder ;-) Gill Clough & Rebecca Ferguson [email_address] [email_address] http://conclave.open.ac.uk/ResearchEssentials/
12. Welcome to Schome Park http://www.ncs-tech.org/
13. Sudoku Creativity x Motivation x Leadership x Confidence x Problem solving Communication Teamwork http://conclave.open.ac.uk/ResearchEssentials/
14. Chess Confidence x Leadership Teamwork Communication Motivation Problem Solving Creativity http://conclave.open.ac.uk/ResearchEssentials /
15. Playacting Leadership Teamwork Communication Motivation Problem Solving Creativity Confidence http://conclave.open.ac.uk/ResearchEssentials/
16. Leadership Communication Motivation Problem Solving Creativity Confidence Teamwork x Trial… Punishment… Murder… http://conclave.open.ac.uk/ResearchEssentials/
17. Regatta Leadership Teamwork Communication Motivation Problem Solving Creativity Confidence http://conclave.open.ac.uk/ResearchEssentials/