Pitching Second Life to Educators - 15 minutes

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    Pitching Second Life to Educators - 15 minutes - Presentation Transcript

    1. University of Cincinnati Second Life Learning Community Chris Collins Project Manager, UC Second Life Second Life Ambassador, Ohio Learning Network UCit Instructional & Research Computing [email_address] .
    2. KnowledgeWorks Foundation: Map of Future Forces Affecting Education http://www.kwfdn.org/map/index.aspx
    3. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
    4. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
    5. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
    6. KnowledgeWorks Foundation: Map of Future Forces Affecting Education
    7. Trends Echoed in Research
      • New Media Consortium & EDUCAUSE,
      • Horizon Report 2007
    8. Trends Echoed in Research
      • New Media Consortium & EDUCAUSE,
      • Horizon Report 2007
      Virtual worlds convey a sense of presence lacking in other media. Virtual worlds can be used to create very effective learning spaces .
    9. Virtual Worlds
      • 30+ virtual worlds now exist, many targeted at children and tweens
      • Over $1 billion invested in virtual worlds from 10/06 to 10/07
      • Gartner predicts 80% of internet users will use virtual worlds by 2011
    10. Why Second Life?
      • Leading VW platform
      • 75% International
      • Critical mass of education institutions (200+)
    11. Why Second Life?
      • Leading VW platform
      • 75% International
      • Critical mass of education institutions (200+)
    12. Emergent Behaviors
      • Buying and selling of virtual goods already a billion dollar industry.
      • Business and industry using for meetings, prototyping, collaboration
      • Explosion of creativity, content, and uses
      US $ Exchanged on Lindex (in millions)
    13. Emergent Behaviors
      • Buying and selling of virtual goods already a billion dollar industry.
      • Business and industry using for meetings, prototyping, collaboration
      • Explosion of creativity, content, and uses
    14. Emergent Behaviors
      • Buying and selling of virtual goods already a billion dollar industry.
      • Business and industry using for meetings, prototyping, collaboration
      • Explosion of creativity, content, and uses
    15. UC Second Life Learning Community: Public Office
      • Over 2700 unique visitors in a 4 month period
      • 164 visitors rang desk bell for assistance
      • 68 requested information about distance learning opportunities
    16. UC Second Life Learning Community: 2007-08
      • Growth to 48 members
      • 9 courses used the UCSLLC island
      • 507 faculty, students, and staff participated or visited
    17. Partnerships: Ohio Learning Network
      • Second Life Ambassador
      • Co-Moderate statewide SL listserv
      • Featured workshops at
      • Ohio Digital Commons for Education 2008
    18. Partnerships: Siemens Project
      • UCit & College of Engineering
      • Write software to convert UGS PLM design files to Second Life models
      • Siemens funding two graduate
      • positions and an island
    19. Partnerships: Local Partnerships Developing
      • National Underground Railroad Freedom Center
      • Cincinnati History Museum
      • Cincinnati Art Museum
          • Disabled American Veterans
    20. Next Steps and Questions
      • Academic Technology Planning Committee
      • Center for the Enhancement of Teaching & Learning
      • Funding models
      • Student Code of Conduct policies?
      • Evaluate other virtual world platforms?
    21. Citations
      • ECAR Study of Undergraduate Students and IT 2007: http://www.educause.edu/ir/library/pdf/ers0706/rs/ERS0706w.pdf
      • Knowledge Works Foundation Map of Future Forces Affecting Education: http://www.kwfdn.org/map/map.aspx
      • New Media Consortium & EDUCAUSE, Horizon Report 2007: http://www.nmc.org/pdf/2007_Horizon_Report.pdf
      • Pew Teens and Social Media Report: http://www.pewinternet.org/pdfs/PIP_Teens_Social_Media_Final.pdf
      • Gartner, 80% of Active Internet Users Will Have A “Second Life” in the Virtual World by the End of 2011: http://www.gartner.com/it/page.jsp?id=503861
      • Virtual Worlds Management, $1 Billion Invested in Virtual World Companies Between October 2006 and October 2007: http://www.virtualworldsmanagement.com/2007/index.html
      • CNN Money, Second Life still living its first one: http://money.cnn.com/2007/12/20/technology/kirkpatrick_rosedale.fortune/
      • TechCrunch, Virtual Goods: the next big business model: http://www.techcrunch.com/2007/06/20/virtual-goods-the-next-big-business-model/

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