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Social Media Tools and apps in
Higher Education: the case of
Second Life
IT College, Estonia | 06.04.2009

Luís Pedro, Carlos Santos, Pedro Almeida
Dep. Communication and Art – Univ. Aveiro
1
Second Life and Education
                                MUVEs and Second Life brief overview




                            2   Second.ua project – Univ. of Aveiro SL presence




                            3   Pedagogical activities
MUVEs and Second Life brief overview
What is Second Life? [1]


Metaverse (Snow crash – Neal Stephenson)


Social and economic interaction


Avatars


Technology (evolution  integration)
What is Second Life? [2]

Developments:
       The Metaverse (MOO) – Steve Jackson Games
       SnowMoo – SenseMedia
       Active Worlds
       WoW
       Croquet Project
       Second Life
       Kaneva
       There
       PS3 Home


Emphasis in social networking development, in content creation and in interaction
with collective/institutional purposes
What is Second Life? [3]


Business – money and transactions
Marketing –institutional presence, product launching...
Society– parties and events…
Technology  Web 3D?
Education
Pedagogical build-up


Flexible environment (time, space and technology)


Distance learning
Professional training (role-playing and serious games)
CSCW
Simulation
New Media
Content (?)
Some numbers


    Numbers:

    15.000.000 registered users

    ~ 735.000 logged in the last 30 days

    US $1.300.000 worth transactions/day

    70.000 avatars simultaneously logged-on





    Europe  54% of users
Business [1]
Business [2]
Business [3]
Business [4]
Business [5]



Marketing
Product experiencing  usability, tryouts, ...
Direct sale
Institutional presence
Finance
... and media splash
Business [6]
Para onde vamos?
(from left to right)
Pedro Almeida          Antero Eun        Samuel Almeida   Sanko Voom
Luís Pedro             Zes Garfield      Simão Oliveira   Marca Falta
João Delicado          Supermaxi Paine   Pedro Correia    Neozgul Rossini
Carlos Santos          Carlosss Lukas    João Vasco       Zen Wilder
What is it?


Conceptualisation, development and exploration of an University
presence in SL

Curricular research project launched by the social media research
team
Motivations?


Institutional presence in Second Life

Multi-purpose environment for teachers, students, reseachers and staff
(communication, etc..)

Technology hacking (3D modelling and scripting)
How was it born?


Informal meeting with students from a
Masters course;

Experience Results
 Challenge  Project
Concept
Functional requirements


InfoZone  meeting point, info point

Aularium  regular classrooms

Showroom  exhibitions, scientific dissemination

Second Caffé  informal meetings and events

Auditorium  shows, lectures

Scriptorium  private meetings

and... soccer stadium :-)
The future?


Perpetual beta: LUA, AAUAv, ...

New spaces result from new pedagogical approaches (ex: serious
games), new needs, new technologies, ...

Inter-institutional partnerships
Shall we visit?
pedagogical activities
Which tools?

LMS
Blogs
Wikis
Social Bookmarking
Aggregation/RSS


… Second Life
SL used in curricular activities?

Lots of problems :-(


Processing problems
Graphic cards
Broadband
Slow start

Weekly informal meetings
Debates about non-curricular themes
Talks with specialists to enrich discussions
Informal learning mechanisms !!
The meetings

Several themes
Several sims
External staff to enrich and motivate
At night :-)
Some themes

Web 2.0
Interaction design
SL 3D modelling and scripting
Multimedia Communication MsC
SL in educational contexts
Usability tests
Social relationships in SL
Cef^SL Workshop cef^sl
...
nada vinculativo




... the blog
nadavinculativo.blogs.ca.ua.pt
Results

Informality
Participation
Dilution of traditional roles and ranks
Enthusiasm


Less time to sleep...
Thank you
Luís Pedro | Zes Garfield | lpedro@ua.pt | nitratodocaos.blogs.ca.ua.pt
Carlos Santos | Carlosss Lukas |carlossantos@ua.pt| napraia.blogs.ca.ua.pt
Pedro Almeida | Antero Eun | almeida@ua.pt | intouch.blogs.ca.ua.pt


Dep. Communication and Art
University of Aveiro

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Social media tools and apps in HE

  • 1. Social Media Tools and apps in Higher Education: the case of Second Life IT College, Estonia | 06.04.2009 Luís Pedro, Carlos Santos, Pedro Almeida Dep. Communication and Art – Univ. Aveiro
  • 2. 1 Second Life and Education MUVEs and Second Life brief overview 2 Second.ua project – Univ. of Aveiro SL presence 3 Pedagogical activities
  • 3. MUVEs and Second Life brief overview
  • 4. What is Second Life? [1] Metaverse (Snow crash – Neal Stephenson) Social and economic interaction Avatars Technology (evolution  integration)
  • 5. What is Second Life? [2] Developments:   The Metaverse (MOO) – Steve Jackson Games   SnowMoo – SenseMedia   Active Worlds   WoW   Croquet Project   Second Life   Kaneva   There   PS3 Home Emphasis in social networking development, in content creation and in interaction with collective/institutional purposes
  • 6. What is Second Life? [3] Business – money and transactions Marketing –institutional presence, product launching... Society– parties and events… Technology  Web 3D? Education
  • 7. Pedagogical build-up Flexible environment (time, space and technology) Distance learning Professional training (role-playing and serious games) CSCW Simulation New Media Content (?)
  • 8. Some numbers Numbers: 15.000.000 registered users ~ 735.000 logged in the last 30 days US $1.300.000 worth transactions/day 70.000 avatars simultaneously logged-on  Europe  54% of users
  • 13. Business [5] Marketing Product experiencing  usability, tryouts, ... Direct sale Institutional presence Finance ... and media splash
  • 16.
  • 17. (from left to right) Pedro Almeida Antero Eun Samuel Almeida Sanko Voom Luís Pedro Zes Garfield Simão Oliveira Marca Falta João Delicado Supermaxi Paine Pedro Correia Neozgul Rossini Carlos Santos Carlosss Lukas João Vasco Zen Wilder
  • 18. What is it? Conceptualisation, development and exploration of an University presence in SL Curricular research project launched by the social media research team
  • 19. Motivations? Institutional presence in Second Life Multi-purpose environment for teachers, students, reseachers and staff (communication, etc..) Technology hacking (3D modelling and scripting)
  • 20. How was it born? Informal meeting with students from a Masters course; Experience Results  Challenge  Project
  • 22. Functional requirements InfoZone  meeting point, info point Aularium  regular classrooms Showroom  exhibitions, scientific dissemination Second Caffé  informal meetings and events Auditorium  shows, lectures Scriptorium  private meetings and... soccer stadium :-)
  • 23. The future? Perpetual beta: LUA, AAUAv, ... New spaces result from new pedagogical approaches (ex: serious games), new needs, new technologies, ... Inter-institutional partnerships
  • 27. SL used in curricular activities? Lots of problems :-( Processing problems Graphic cards Broadband
  • 28. Slow start Weekly informal meetings Debates about non-curricular themes Talks with specialists to enrich discussions Informal learning mechanisms !!
  • 29. The meetings Several themes Several sims External staff to enrich and motivate At night :-)
  • 30. Some themes Web 2.0 Interaction design SL 3D modelling and scripting Multimedia Communication MsC SL in educational contexts Usability tests Social relationships in SL Cef^SL Workshop cef^sl ...
  • 31.
  • 32.
  • 33. nada vinculativo ... the blog nadavinculativo.blogs.ca.ua.pt
  • 34. Results Informality Participation Dilution of traditional roles and ranks Enthusiasm Less time to sleep...
  • 35. Thank you Luís Pedro | Zes Garfield | lpedro@ua.pt | nitratodocaos.blogs.ca.ua.pt Carlos Santos | Carlosss Lukas |carlossantos@ua.pt| napraia.blogs.ca.ua.pt Pedro Almeida | Antero Eun | almeida@ua.pt | intouch.blogs.ca.ua.pt Dep. Communication and Art University of Aveiro