An online 3-D virtual world developed by Linden Labs
Not a game but a space
People create a digital character to represent themselves
Interaction with people from around the world.
What is Second Life?
Unique Characteristics of Second Life 100% User Generated Content Built in modeling tools - users can create almost anything they can imagine Built in scripting tools - users can create interactivity and immersive environments In World Economy Supports an in-world currency (Linden Dollars) Enables users to buy and sell goods and services Linden Dollars can be exchanged for real US Dollars Customization of Avatars Users can create highly customized digital versions of themselves Sharing of Media Audio and video can be streamed in-world
Second Life Statistics As of August 2007: Total Residents – 9 million Approx. Regular Users – 1 million regular users Approx. Business Owners in-world- 45 thousand Approx $6.5 million US $ exchanged between users per month More than 170 educational institutions in Second Life…
The New Media Consortium International, not-for-profit consortium 225 colleges, universities, and research centers, largest educational presence in SL NMC Virtual Worlds – Land lease and development services to members
SHU’s Second Life 2006 - Pilot Industrial/Organizational Psychology 2006 - SHU Science Faculty identified biosphere environments 2007 - Two Faculty Innovation Grands Awarded 2007 - Lease of Full Island – various price structures and arrangements
“ More ambitiously conceived sites can help students enter the world of their subject. They can break unconscious, unexamined patterns of thought by offering new structures for learning. The more dynamic character of the web can help academic subjects break out of the boxes that contain them, and bring the life of the mind into the student’s daily practice of living.”
(from “Building Effective Course Sites: Some Thoughts on Design for Academic Work” by Michael O’Malley)
Students create mental models and make interpretative choices that affect their comprehension and analysis of a text.
Virtual Worlds, such as Second Life, can provide an environment for students to co-create their interpretation of a text collectively , providing opportunities for deeper exploration of themes and character study.
As the model site O’Malley describes, this site allows students to engage in “playful exploration rather than navigation through a hierarchy of knowledge.”
Students can certainly read a traditional version of the novel and then be asked to look at some pictures posted online, listen to some sound clips, and post comments in a forum of some kind; this site, however, enables students to engage with the characters in the context of the novel, do purposeful research, evaluate sources, and build an analysis of the text based on the objects and materials they choose to add to the SL site.