Second Life: A 3D Multi-User Virtual World

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    Second Life: A 3D Multi-User Virtual World - Presentation Transcript

    1. Second Life: A 3D Multi-User Virtual World Simon Bignell [email_address] www.derby.ac.uk
    2. About Second life
      • Second Life is a widely acclaimed online 3D ‘virtual world’ with hundreds of thousands of users; built and owned by its residents.
      • Second Life is used as a platform for business and entertainment and has game-like qualities but is not a ‘game’ in itself.
      • Since 2003, it has grown explosively and now is inhabited by millions of people from around the globe.
      • Statistics
        • Total accounts: 9,296,032 (as at 5/9/07)
        • Logged in during the last 60 days 1,553,348 (as at 5/9/07)
        • Avg. approx 40,000
        • 43% female
        • Avg. Age 32
      • Key points
        • Market leader
        • Currency exchange system
        • 530L$ = £1 approx
        • Streaming media
        • Continual development
        • Voice chatting!
        • Education discounts
        • Off Shoot ‘Teen Second Life’
      About Second life
      • USA
      • Harvard University
      • MIT
      • University of Texas
      • Francisco State
      • New York University
      • Vassar College
      • Trinity University
      • University of Buffalo
      • + many more
      • UK
      • Derby University
      • Oxford University
      • Nottingham University
      • Staffordshire University
      • Leicestershire University
      • Paisley University
      • Education UK Island
    3. What Can You Do in SL?
      • Self -- Your identity
      • Social networks
      • Exploration
      • Build
      • Texture
      • Animate
      • Script
      • Class projects
      • Avatar
      • Meet, chat, share
      • Visit, tour, study
      • Creation tools
      • Customise the look
      • Movement, gesture
      • Adds behaviours
      • Classes, office hours
      • Applied learning
    4. The future lecture theatre? Educational advantages: Creativity, Space, Interactivity, Collaboration, Activity, Tools and Fun!
    5. Diverse Learning Modes Mental Health – Simulation of Schizophrenia Real time live conference with streaming video Education delivery options range from self-paced simulations (left) to streaming video into a virtual classroom or conference (right).
    6. Conferencing in Virtual Environments
      • Effective
      • Global
      • Cheap
      • Easy
      • Fun
      • Innovative
      • Quick
      • Media friendly
      • Streamed
      • Live
    7. 34
    8. Highly customisable avatars
    9. Highly customisable avatars
    10. 34
    11.  
    12. Education UK Island
      • http://www.sleducationuk.net
      • It's an island about education, focussed on the UK educational community.
      • The space is available to everyone, but the key focus is for UK educationalists from all sectors to participate in the development of the island as a learning environment,
        • as a play and practice area for educators and as a collaborative space for sharing experiences of learning and teaching in Second Life.
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    21. Limitless scope for individualised workplaces
    22. Second Life Educational Community
      • SLED very active community worldwide.
      • UK Open University (Schome community).
      • SLOODLE (Moodle Integration).
      • Second Life Campus.
      • EducationUK.
      • UK is good at using these methods and has a growing community.
    23.  
      • WebCT, Blackboard, Moodle
      • Good news – content management, stable.
      • Bad news – poor interactivity.
      • Tutor centred not student centred.
      • Administration not education.
      • Second Life
      • Good news – interactivity (immersive).
      • Bad news – poor content management, stability.
      • Student centred not tutor centred.
      • Education not Administration (after the learning curve).
      • SL offers a distance education (& communication) platform unmatched by others but it is not perfected (yet).
      VLEs ‘Virtual’ ‘Learning’ ‘Environments’
    24. 34
    25. What Second Life is good for
      • Cheap and easy to use 3D simulation with physics and powerful scripting.
      • Fast prototyping, with simple and effective modelling and programming tools.
      • Problems can be demonstrated in a controlled environment.
      • Internet integration (very Web 2.0).
      • Strong educational support networks
    26. Is this the future of education? THE “METAVERSE” A VISION OF THE FUTURE ? Slide courtesy of Paul Hollins
    27. The Last Slide
      • Second Life is already:
        • a valuable blended learning platform
        • a very immersive communication tool.
      • Try it out for yourself.
      Milton Broome’s Blog: http://milton-broome.blogspot.com Simon Bignell – Lecturer in Psychology University of Derby [email_address]

    + Simon BignellSimon Bignell, 3 years ago

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