Second Life

From ElateWiki

Second Life is an immersive 3D, persistent and social metaworld that is being used in higher education and in high school learning applications.



How it Works

Human users create avatars in Second Life. Through their avatars, they may explore 3D self discovery learning experiences. They may download digital contents from kiosks. They may interact with human-embodied avatars. They may interact with artificial intelligence (AI) robots in various humanoid and other forms.

Second Life runs on a limited "physics engine" with limited emulations of the physical universe.

Some Pedagogical Uses

The research on Second Life uses in education seems to focus on social interaction learning.

There are events such as guest speaking engagements, movie premieres, virtual fairs, parties, and concerts. There are discussions and debriefings of events.

Interesting Educational SLURLS

A nicely done sim (simulation/simulator/”island”) divided into the various periods in music history, including live concerts, streamed music of each period, slide shows in each building, period architecture, composers' and conductors' biographical information, music jukeboxes, etc.

A massive, detailed reproduction of the real-world Basilica of Saint Francis of Assisi in Italy.

Virtual tour of an exhibit of Egypt’s King Tutankamun

An exploration of literary archetypes and the monomyth (the basic pattern of hero/anti-hero found in narratives around the world). Lots of notecards/examples.

A sim designed to teach Dante's INFERNO and its relationship to the contemporary American novel, LINDEN HILLS.

Genome Island---a place to explore genetics---designed to support genetics classes for university undergraduates studying biology.

A flight through the human testes

A collection of each of the rockets in history, built to scale, some of which you can enter and fly.

A recreation of an actual art museum and exhibitions at Leeds University, in Yorkshire, UK.

NOAA's site to learn about and watch simulated hurricanes, tsunamis, and other weather events.

Everything you've ever wanted to know (and feared) about schizophrenia.

Life and culture in small town America in the 1930s.

A recreation of the World Trade Center Site (allow time for the graphics to resolve).

Drexel University's island promoting the university, but there are some interesting informational sections, particularly dealing with chemistry and animated chemical reactions.

The Life and Works of Herman Melville, with lots of photos, movies, free books, etc.

Ohio University's Virtual Campus's Virtual State Fair

Exploratory Research

Research in this field is fairly broad-based. There is interest in how to use this space for continual learning. There's a text forthcoming that is exploring the security implications of immersive learning spaces that will likely include Second Life, which is the current "it" virtual place.

See Also

Avatar: A representation of the users in Second Life.

Educational Games

Educational Simulations