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.
  13.  
  14.  
  15.  
  16.  
  17.  
  18.  
  19.  
  20.  
  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, 2 years ago

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