071106 Sprague


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  • 071106 Sprague

    1. 1. Second Life An overview and details on library involvement already in place. An overview and details on library involvement already in place. AJ Kelton Director CHSS Technology Services Unit
    2. 2. <ul><li>What is the purpose of a library? </li></ul>
    3. 3. What do you already know about Second Life? Second Life? Why talk about Second Life?
    4. 4. What is Second Life? <ul><li>Started in 2003 </li></ul><ul><li>“ Second Life is a 3-D virtual world entirely built and owned by its residents.” </li></ul><ul><li>A flexible space for learning and exploration </li></ul><ul><li>An opportunity for people to interact in a way that conveys a sense of presence lacking in other media. </li></ul><ul><li>Generalized rather than contextual, applicable to almost any discipline. </li></ul>
    5. 5. What is Second Life? <ul><li>Second life is NOT a game - there are no rules or a fixed goal-oriented purpose. </li></ul><ul><li>15-20K sign ups daily - over 10.5 million total </li></ul><ul><li>25 - 50K residents on at one time </li></ul><ul><li>over $1 million spent daily (real US dollars) </li></ul><ul><li>Well over 200 educational institutions </li></ul><ul><li>Over 250 “sims” dedicated to education </li></ul>
    6. 6. A Universe of Virtual Worlds <ul><li>22 virtual world platforms listing over 11.8 million users, and that only includes numbers from 7 of the 22 </li></ul><ul><li>18 virtual worlds for Teens and Tweens listing over 52.3 million users from 12 of the 18 </li></ul><ul><li>15 virtual worlds for kids listing over 16.7 million users from 9 of the 15 </li></ul><ul><li>Do the math: 55 virtual platforms w/ 80.8 million users </li></ul>
    7. 7. Show me the money <ul><li>“ We don't see any slowing in the market adoption of virtual worlds technologies and expect investment in the space to continue. In fact the market is growing significantly, with the rate of adoption of virtual worlds increasing as the technology matures and has more to offer both consumers and enterprise customers.” </li></ul><ul><li>Christopher Sherman </li></ul><ul><li>Executive Director of Virtual Worlds Management </li></ul>
    8. 10. <ul><li>Immersion yields enhanced motivation </li></ul><ul><li>Hands-on, constructivist practices pose challenges and peak curiosity </li></ul><ul><li>MMUVEs reach learners who do not succeed in conventional classroom settings, as well as “traditional” learners </li></ul><ul><li>The use of MMUVEs allow for delivery of sophisticated content in context and application </li></ul><ul><li>http://muve.gse.harvard.edu/rivercityproject/ </li></ul>Dede’s research on MMUVEs shows
    9. 11. Students visit the always available site
    10. 12. Encounter content
    11. 17. An effective virtual learning environment (VLE) may: <ul><ul><li>Supplement face-to-face interaction </li></ul></ul><ul><ul><li>Be used in combination with other multi-media (e.g. videoconferences embedded within the SL platform or concomitant with SL) </li></ul></ul><ul><ul><li>Be an adjunct to Blackboard or another more linear, asynchronous interactions with discussion groups and blogs </li></ul></ul>
    12. 18. <ul><li>Special thanks to Dr. Laura Nicosia from the Montclair State University English Department for allowing me to repurpose a few of the preceding slides from another presentation she and I worked on together. </li></ul>
    13. 19. The CHSS Pilot Project
    14. 20. Recreate What Exists
    15. 21. Walk into a story
    16. 22. Always “On” Content
    17. 24. Traditional Spaces
    18. 25. Create Something New
    19. 26. Engage Students
    20. 27. Provide Resources
    21. 28. Challenges
    22. 29. Dante’s Inferno and Linden Hills
    23. 30. Collaboration
    24. 31. Genome Island
    25. 32. The Second Louvre
    26. 33. NOAA
    27. 34. Business
    28. 35. Spaceport Alpha and Delta
    29. 36. Renaissance Island
    30. 37. San Francesco Assisi
    31. 38. Princeton
    32. 39. The Sistine Chapel Vassar Vassar
    33. 41. Vassar Island
    34. 42. The Lost Gardens of Apollo
    35. 43. Abbott’s Aerodrome
    36. 44. Existing Library Efforts <ul><li>Alliance Second Life Library 2.0 Project </li></ul><ul><li>Info Archipelago - 37 islands of libraries, educators, non-profit and government agencies, over 50 libraries of all types and 700 librarians. </li></ul><ul><li>Reference Desk on InfoInternational Island (staffed by volunteers who work a minimum of 2 hours shifts) </li></ul>
    37. 45. InfoIsland
    38. 46. Purpose <ul><li>“ Libraries support learning in the world, a presence in Second Life helps to broaden that. ” </li></ul>This is not a replacement for what libraries are already doing, it is another tool to be used to support the mission.
    39. 47. Additional Information <ul><li>www.infoisland.org - the blog for the Alliance Second Life Library 2.0 Project </li></ul><ul><li>A Report on the First Year of Operation of the Alliance Second Life LIbrary 2.0 Project also known as the Alliance Information Archipelago </li></ul>
    40. 48. ?
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