Slideshow transcript
Slide 1: Second Life Blending the real and virtual worlds for a hybrid learning experience AJ Kelton / AJ Brooks Director, CHSS Technology Services Unit College of Humanities and Social Sciences @ Montclair State University
Slide 2: What do you already know about Second Life? Why Second Life?
Slide 3: What is Second Life? • Officially Launched in 2003 (beta in 1999) • “Second Life is a 3-D virtual world entirely built and owned by its residents.” • A flexible space for learning and exploration • An opportunity for people to interact in a way that conveys a sense of presence lacking in other media. • Generalized rather than contextual, applicable to almost any discipline, business, industry, etc...
Slide 4: What is Second Life? • Second life is NOT a game - there are no rules or a fixed goal-oriented purpose. • 10-15K sign ups daily - over 13 million total • 30 - 60K residents on at one time - avg 50K (2000 census puts Montclair and Little Falls at about 50K) • over $1 million spent daily (real US dollars) • Well over 300 educational institutions with thousands of meters of land dedicated to education
Slide 5: A Universe of Virtual Worlds Platforms Adult - 22 Teen /Tween - 18 “Kids” - 15 55 virtual platforms 80.8 million users
Slide 6: Show me the money “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.” Christopher Sherman, Executive Director of Virtual Worlds Manageme
Slide 7: The CHSS Pilot Project
Slide 8: Recreate What Exists
Slide 9: Recreate what exists, differently!
Slide 10: Walk into a story
Slide 11: Always “On” Content
Slide 13: Traditional Spaces
Slide 14: Create Something New
Slide 15: Engage Your Students
Slide 16: The CHSS Pilot Project
Slide 17: ENWR 105:18 Introduction to College Writing I
Slide 18: ENWR 105:18 • The technology use was required • Notification prior to the start of classes (MWB / MWH / MWO) • Full support from the Department • Open and Clear Communication • Email prior to class starting • Posting syllabus prior to class • Expectations clearly outlined in syllabus • Expectation of use • Expectation of access
Slide 19: ENWR 105:18
Slide 23: Assignments • Explore NMC’s Orientation Island • Group work • Info Island field trip • Research and share relevant SL places • Alternate meeting place • Library research (RL and SL) • Friends, Groups, and Landmarks • Final Project: Dorm
Slide 24: Courses • Jack Baldwin-LeClair (Political Science and Law): Jurisprudence and Cyberlaw • Patty Keefe-D’Urso (English): 2 section of Introduction to College Writing II • AJ Kelton (English): 2 sections of Introduction to College Writing I and New Student Seminar • Laura Nicosia (English): Art of Fiction • Leslie Wilson (History) : The Study of History and New Student Seminar
Slide 25: What does it take to teach a technology rich class? • Relevance • Planning • Flexibility • Experimentation • Research
Slide 26: Challe nge s
Slide 27: Business
Slide 28: Collaboration
Slide 29: Genome Island
Slide 30: NOAA
Slide 31: Spaceport Alpha and Delta
Slide 32: The Second Louvre
Slide 33: Renaissance Island
Slide 34: DANTE’S INFERNO
Slide 35: The Lost Gardens of Apollo
Slide 36: San Francesco Assisi
Slide 37: InfoIsland
Slide 38: Princeton
Slide 39: The Sistine Chapel Vassar
Slide 41: Vassar Island
Slide 42: Abbott’s Aerodrome
Slide 45: Kelly Employment Services
Slide 46: ?
Slide 47: MUVEing Education Forward An Unconference for Anyone Interested in Second Life as a Tool for Teaching and Learning Monday, June 23rd, 2008 University Hall - 7th Floor 8:00am to 3:00pm Free and open to all http://capricorn.montclair.edu/mediawiki/index.php/MUVEing_Education_Forward MUVE is a Multi-User Virtual Environment
Slide 48: Second Life Blending the real and virtual worlds for a hybrid learning experience AJ Kelton / AJ Brooks



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