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Eduserv, Second Life and all that… … thru the medium of SL t-shirts
 
 
 
 
 
 
 
 
 
 
 
 
July 2007 survey of 501 students aged 16 to 18 from across the UK, commissioned by the JISC http://tinyurl.com/yw8mvx
Second Life appeared to be an idea for people older than themselves, for the generation above who were interested in technology for its “own sake”. This is perhaps why the idea amused our participants and why they felt it was “sad”. The implications here for HEIs are that they cannot assume that presenting new technologies automatically makes their institution more youth-friendly – this new generation like to see the concrete benefits of technologies. When discussing Second Life, students felt that games and virtual worlds as part of learning could easily become “tragic” – technology being used for its own sake, and used rather childishly. They would need to understand the educational benefits of virtual worlds or games, it is not enough that they are simply ‘new’. http://tinyurl.com/yw8mvx JISC, July 2007
 
 
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Eduserv Second Life And All That2402

  • 1. Eduserv, Second Life and all that… … thru the medium of SL t-shirts
  • 2.  
  • 3.  
  • 4.  
  • 5.  
  • 6.  
  • 7.  
  • 8.  
  • 9.  
  • 10.  
  • 11.  
  • 12.  
  • 13.  
  • 14. July 2007 survey of 501 students aged 16 to 18 from across the UK, commissioned by the JISC http://tinyurl.com/yw8mvx
  • 15. Second Life appeared to be an idea for people older than themselves, for the generation above who were interested in technology for its “own sake”. This is perhaps why the idea amused our participants and why they felt it was “sad”. The implications here for HEIs are that they cannot assume that presenting new technologies automatically makes their institution more youth-friendly – this new generation like to see the concrete benefits of technologies. When discussing Second Life, students felt that games and virtual worlds as part of learning could easily become “tragic” – technology being used for its own sake, and used rather childishly. They would need to understand the educational benefits of virtual worlds or games, it is not enough that they are simply ‘new’. http://tinyurl.com/yw8mvx JISC, July 2007
  • 16.  
  • 17.