What is it & how is it used? Second Life Alexandra M. Pickett Assistant Director, SUNY Learning Network Faculty Development & Instructional Design 2001 Sloan-C Award for Excellence in ALN Faculty Development
Take tutorials and workshops and go to sandboxes to practice what you learn.
Join some groups.
Once you are in SL !
Learn to use the camera controls.
Clean up after yourself.
SLN in SL... http://slurl.com/secondlife/SUNY%20Learning%20Network/128/128/0
Questions We are interested in exploring with a SL SUNY/'SLN presence how a VR might answers 2 questions: 1. Can SLN use "second life" to improve/facilitate/add value to online teaching and learning, and add value to SLN programmatic/administrative marketing and services? 2. Can SUNY use "second life" to improve/facilitate/add value to teaching and learning, and add value to institutional/administrative marketing and services? SLN in SL...
3 specific areas of potential interest to Higher Ed, online teaching and learning, and asynchronous learning network communities in general:
How VR might be used to promote a sense of "class community" and social interaction to enhance the experiences of fully online students? How and what are the best practices?
How institutions of Higher Education might use VR environments successfully/effectively for marketing, branding, recruitment, f2f and online student services, retention purposes, alumni relations? How and what are the successful and effective practices? How is it currently being used by others?
How VR might be used effectively to supplement, enhance, improve both online and F2F teaching and learning? How and what are the best practices? And specifically, can it be used to enhance online teaching and social presences? How is it currently being used by others?
Scope and Objectives I 1. Establish a SUNY presence in SL by building a SUNY area and facilitating collocation of SUNY SL properties - current and future. 2. Build common resources and process for facilitating the use of SL by SUNY institutions, staff, faculty and students. 3. Facilitate sharing objects and resources for use by SUNY institutions, staff, faculty and students. 4. Assist SUNY institutions by providing system-wide areas and events in SL for SUNY institutions, staff, faculty, and students. 5. Investigate and synthesize best practices among virtual university environments and disseminate information that would benefit SUNY institutional initiatives 6. Establish an SLN presence in SL. 7. Build the presence into our program as another option for marketing, communication, and information. 8. Build shared resources for SLN online students and faculty, and staff. 9. Provide areas, activities, and events in SL for SLN designed specifically for SLN online students and faculty, and staff. 10. Investigate and synthesize best practices in the VR teaching and learning community, and where appropriate incorporate apply and disseminate information in and via our faculty development and course design practices, including related tools, resources, materials, recommendations, methods and approaches, and to our community of instructional designers and in their professional development. 11. Provide teaching and learning spaces for campuses, special projects/programs, staff, faculty, and students and sandboxes for experimentation and innovation. First steps...