Archive for the ‘Second Life’ Category

Marginalized Urban Indigenous Youth and the Virtual World of Second Life: Understanding the Past and Building a Hopeful Future

A small independent high school in the Canadian West is using the affordances of the virtual world of Second Life to explore and reconstruct the colonial past of their students: marginalized urban Indigenous youth. The affordances of the virtual world make it possible to reconstruct the past, deconstruct the present and create a possible hope-filled […]

Social presence and motivation in online environments: Second Life versus the Enocta Learning Management System/Adobe Connect

This study aims to compare the social presence and motivation of students taking a database II course using either the virtual world Second Life (SL) or the Enocta learning management system (LMS)/Adobe Connect. The study group consisted of 60 undergraduate sophomore students enrolled in a fully online computer programming program. Students were divided into two […]

‘I Create Therefore I Virtually Exist’: Digital Content Creation, Virtual Consumption, and Motivation in Second Life

User-generated content (UGC) has been receiving increasing attention given its spread throughout digital media platforms and applications. Previous research focusing on Web 2.0 based platforms highlighted linkages with personal characteristics, user attitudes, and social as well as individual motivators. Interestingly, UGC has not been addressed on other platforms such as 3D virtual worlds, and the […]

From Dreams to Realities: AR/VR/MR in Education

“Actually, I think we aren’t that far from being able to deliver on the powerful visions of teaching faculty.’ — Daniel Christian The marketplace for augmented reality, virtual reality, and mixed reality technologies may be heating up. Daniel Christian, a senior instructional designer at Calvin College observes that significant R&D investments, product development, and more […]

Learning outcome, presence and satisfaction from a science activity in Second Life

Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are 3D collaborative virtual environments that […]

Alexandria – A Virtual Repository of Knowledge

Virtual worlds are development platforms, similar to sandbox games where users are able to interact with each other with no predefined goal. Due to immersive visual feedback, these platforms have been successfully used in the past to create lesson plans and materials used for undergraduate and, graduate education as well as for  and recreation. To […]

Designing for Virtual Learning Spaces: A Second Life Example

This case describes the design of a virtual campus learning space using the Second Life platform. Second Life allows users to create spaces in which avatars can move about and interact in various environments using text, voice, or gestures to communicate. Several universities have reported utilizing Second Life spaces to enhance collaborative learning and problem solving as an extension of traditional […]

Instructors using virtual campus to complement distance learning [Second Life]

Professor Simon Hosken’s online Arkansas history class is the most recent of ASU courses to begin using the virtual program called Second Life.SOURCE: The Harald, Arkansas State UniversityRead the Full Article