Bens Second Life Presentation

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    Bens Second Life Presentation - Presentation Transcript

    1. Second Life Presentation Ben Curphey
    2. An Introduction to Second Life Second Life Uses:  Business  Education & Training  Social Interaction  Design  Integration of Data, Systems and Visualisation.
    3. User Generated Content • Second Life is based upon UGC. • Everything and anything can be customised....People, Clothes, Buildings,
    4. Virtual Learning Learning in a Virtual environment has many advantages, including: Not location dependent. Avatars encourage active participation Proven to improve memory
    5. Learning In Second Life Hundreds of leading universities and school systems around the world use Second Life as a vibrant part of their educational programmes. Linden Lab works enthusiastically with education organizations to familiarize them with the benefits of virtual worlds, connect them with educational peers active in Second Life, and showcase their in-world
    6. Methods of learning include: Audio Visual Kinaesthetic
    7. What Can We Learn? Providing Geographically Dispersed Students & Faculty A Place to Meet and Learn Together: The Open University in Second Life. Courses vary greatly and include multiple levels of learning, all which can be accessed in Second Life.
    8. Learning Atmosphere • The social aspect of learning is vitally important in order for students to progress within society and professionally.
    9. Applications of Second Life • The BSc Honours course at UCBC consists of many modules which focus on design, engineering, technology and science. • Second Life would aid the students giving them a fresh look at what today's technology can really do, using 3D graphics and an accurate visual
    10. UCBC currently uses “Moodle” as a course management programme. Second life would add a touch
    11. + = Tools that cross the web/ "This sounds a brilliant idea 3D divide are becoming to more popular as me. Instead of limiting yourself institutions want to and your students to focus on the learning whiteboards, images and content rather than the text, technical overhead you can now offer fully involved in orienting interactive students into 3D settings and avatars.
    12. Sloodle: The Future?
    13. PIVOTE lets you: Create learning exercises on the web using a simple forms based interface. Create objects in a virtual world such as Second Life which users can use to interact with the exercise. Share PIVOTE compatible objects between exercises and institutions . Rapidly edit exercises to create variations, or custom versions for
    14. Summary • The benefits of Second Life to colleges and universities are clear. There is also a teen version available. • This is THE tool to use, I think it will revolutionise the way we learn, the way we teach, the whole educational system. • Both students and teachers are likely to enjoy the interface of Second Life, it’s highly addictive. • Second Life is constantly widening its horizons and pushing the boundaries, which will in turn develop learning techniques as a by-product.
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