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Second Life


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Second Life

  1. 1. Second Life (SL) Very First Experiences <ul><li>  </li></ul><ul><li>  </li></ul>
  2. 2. Game or educational tool? <ul><ul><li>Short report about our use of SL </li></ul></ul><ul><ul><li>Use in our countries for educational issues </li></ul></ul><ul><ul><li>The benefit of using SL in project work: </li></ul></ul><ul><li>          </li></ul><ul><li>         - Virtual worlds are international, interractive,    </li></ul><ul><li>           creative and media-sexy </li></ul><ul><li>            </li></ul>
  3. 3. Utah Nirvana (G) and Hazel Swords (FI)  exploring Dresden Gallery
  4. 4. Uta's Avatar Utah Nirvana relaxing in ISTE Island
  5. 5. ISTE International Society for Technology in Education <ul><li> </li></ul><ul><li>  </li></ul><ul><li>ISTE is dedicated to helping educators around the world connect with information, people, and organizations. On this location you will find a variety of tools and resources to help you bring educational technology into the classroom.  </li></ul><ul><li>  </li></ul><ul><li>It is an excellent place for new Avatars to learn about SL . </li></ul>
  6. 7. ISTE Island
  7. 8. Second Life tours   <ul><li>Culture and Language </li></ul><ul><li>Paris 1900 Info Island DK - Denmark Roma - Ancient Rome Second Poland Barcelona Virtual Harlem La Granja de San Idelfonso Palace Languedoc Coeur The Great Wall of China Temple of Sekhmet </li></ul>
  8. 9. Use in Finland (SCC)   <ul><ul><li>SCC is a partner in  SOMEDI 2 -project (Social Media for Seniors) funded by the Finnish Ministry of Education  </li></ul></ul><ul><li>  </li></ul><ul><ul><li>EduFinland III island (   </li></ul></ul><ul><li>  </li></ul><ul><ul><li>The project studies the use of collaborative methods in learning and project management & peer tutoring.   </li></ul></ul><ul><li>  </li></ul><ul><ul><li>User numbers in Second Life  </li></ul></ul><ul><li>           9/2008 15 000 000 users.  </li></ul><ul><li>            Europe 50% </li></ul><ul><li>            Finland about 4000 </li></ul><ul><li>            500 schools / 5000 teachers </li></ul>
  9. 10. Becera Byron and Hazel Swords visiting Sistine Chappel in Vassar <ul><li>  </li></ul>
  10. 11. Johan Hornbridge and Hazel in EduFinland III island <ul><li>  </li></ul>
  11. 12. Uta and Tuija's Avatars in Education Finland III island 31.08.2009 <ul><li>  </li></ul>
  12. 13. <ul><li>  </li></ul>
  13. 14. Wearing coffee <ul><li>  </li></ul>
  14. 15. <ul><li>  </li></ul>
  15. 17. Use in Germany <ul><li> </li></ul><ul><li>MFG Baden-Württemberg – the Public Innovation Agency for Information Technology and Media – launched the “MFG Innovation Park” in March 2007 in Second Life. </li></ul><ul><li>The “MFG Innovation Park” forms an important element of the virtual region. Universities in Baden-Württemberg acquire land free of charge on which they can realise their own projects. </li></ul><ul><li>The Innovation Park is  also open to companies  “Our aim is to give young, creative brains from Baden-Württemberg a chance to test new forms of communication and cooperation on the 3D Internet at an early stage in partnership with us” (Klaus Haasis, Managing Director of MFG Baden-Württemberg), </li></ul>
  16. 18. Action based learning in Second Life (commercial offer by a language school) <ul><li>Description   </li></ul><ul><li>&quot;Virtual 3D worlds are a fascinating environment for language learning and some hail this new environment as 'the dream of educators' because of the richness in human interaction, creativity and learner engagement possible in affordable settings. With almost 650 universities and thousands of training institutes in Second Life, this dream seems to hold true . </li></ul>
  17. 19. Action based learning in Second Life <ul><li>Authentic sites invite language learners to socialize with local residents and provide the right ambience for role-play and other re-enactments of real life situations, such as how to order a meal and engage in small talk, and how to talk business over a cappuccino. Additionally, language learners in their virtual bodies engage in typical life activities, such as shopping and gardening, furnishing a house, and building, selling and buying goods . </li></ul>
  18. 20. Action based learning in Second Life <ul><li>  </li></ul><ul><li>At a second level, real-life simulations with groups of learners can become scenarios, such as running a company, creating an exhibition, organizing a conference, creating a film or a newspaper, and trading across virtual language borders&quot; </li></ul><ul><li> </li></ul>
  19. 21. The benefits of using SL <ul><ul><li>In language teaching </li></ul></ul><ul><ul><li>For meetings </li></ul></ul><ul><ul><li>For lectures </li></ul></ul><ul><ul><li>Arts - e.g. concerts, art exhibitions </li></ul></ul><ul><ul><li>Book exhibitions  </li></ul></ul><ul><ul><li>Travelling </li></ul></ul>
  20. 22. Thank you to Utah, Johan, Becera and Hazel.