What Is the second life?• Second Life (SL) is a virtual world developed by Linden Lab that launched on June 23, 2003, and is accessible on the Internet. http://en.wikipedia.org/wiki/Second_Life
How it works? A free client program called the Viewer enables its users, called Residents, to interact with each other through avatars.• http://en.wikipedia.org/wiki/Second_Life http://www.quickonlinetips.com/archives/wp- content/uploads/secondlife-avatars.jpg
What can you do in second life?Residents can: activities,- explore, - create and trade virtual property and- meet other residents, services with one another,- socialize, - travel throughout the world. • http://en.wikipedia.org/wiki/Second_Life- participate in individual and group
Who can have access to second life? Second Life is for people aged 18 and over, while Teen Second Life is for people aged 13 to 17. http://en.wikipedia.org/wiki/Second_Life
Why to use second life for educational purposes?According to EDUCAUSE: "Virtually all college students have had experience with games. Games represent active, immersive learning environments where users integrate information to solve a problem. Learning in this manner incorporates discovery, analysis, interpretation, and performance as well as physical and mental activity. An increasing number of colleges and universities are exploring the use of games to enhance learning. The ELIs interest in games and simulations is to gain a fresh view of cognition and learning by looking at games as the intersection of play, pedagogy, and technology." (http://www.educause.edu/Games/1008)
How can we use second life in education?• Constructivist Learning: As the EDUCAUSE Learning Initiative (ELI) statement highlights, you cannot be passive in a game or simulation. Students engaged in educational games and simulations are interpreting, analyzing, discovering, evaluating, acting, and problem solving. This approach to learning is much more consistent with constructivist learning, where knowledge is constructed by the learners as they are actively problem solving in an authentic context, than with traditional instruction.
Second life educational example• http://www.youtube.com/watch?v=dga7OXii4 rU