MUVEs and second lives: exploring education in second life
1.
2. introduction what are multi-user virtual environments and how can we describe them: as a technology, as a lived experience?
3.
4. the uniqueness of SL Second Life : a unique configuration of creativity , interactivity , construction of the self and tangible economy?
5. SL sold on a dream? Second Life sells us a dream of possibility that is limited only by our collective imagination. We are gods and by implication bear responsibility for our creations, the good, bad, beautiful and ugly
11. Q. how many institutions have created a virtual presence in Second Life? … the Eduserve July report 2007 on UK activity in SL lists over 40 UK universities and colleges that have a building, land or island on the grid. See http://www.eduserv.org.uk/foundation/studies/slsnapshots
12.
13. Conference and presentation spaces presentation style spaces: MetaverseU conference streamed live into SL from Stanford University (utilizing multiple media - text, audio, video)
14. VRR virtual reality room: a 360˚ photo-realistic space created with captured images converted into a QuickTime VR panorama and uploaded to SL (see http://sl.nmc.org/2008/01/15/vrr-demo/ )
15. roleplay opportunities for roleplay, games-based learning and community participation: learning by role taking as opposed to learning by doing role-play and innovations that stem from games based learning
16. Scilands SciLands: a mini-continent and user community devoted exclusively to science and technology with over 20 science and technology related organizations (see http://www.scilands.org )
17. Second Health Second Health: Imperial College London commissioned virtual hospital campus illustrating healthcare of the future ( http://uk.youtube.com/watch?v=Hu-QNFLD1mg )
20. Self paced tuition self guided, paced learning: following a tutorial on building objects at the ‘Ivory Tower Library of Primitives’ on Natoma
21. Sloodle linking teaching between 2D and 3D worlds: the ‘Sloodle’ project creating linkages between Moodle and Second Life (see http://www.sloodle.org )
32. Digital literacy finally: the digital literacy and competency levels required for participation should not be underestimated. Second Life presents dificult challenges to users that are not simply technical.
33. Final slide Dr Steven Warburton School of Law King's College London Email: steven.warburton@kcl.ac.uk Prism(lab) at http://www.prismlab.org Liquid Learning at http://www.liquidlearning.org Second Life: StevenW Bohm