 Project made incollaboration with Alan Hudson (London Metropolitan University)  Use Second Life as platform for e- learning  Second Life has a great.

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Presentation transcript:

 Project made incollaboration with Alan Hudson (London Metropolitan University)  Use Second Life as platform for e- learning  Second Life has a great lack incompatible with e-learning: absence of data storing

 Allow to develop e-learnign activities in Second Life by storing data  Ease the management and the access to these data to all the users

 Virtual 3D world, composed by avatars led by users  Has features of social media and massive multiplayer online game  Second Life is a free client program that has its own policies and economy (Linden Dollar)

 Their appearance is customizable  They can communicate with each others  They can walk, run, sit, fly and teleport

 Created by users  Formed from simple structures (Prims) that are linked  Objects are owned by avatars, with configurable permissions  Objects can content scripts written in LSL that allow them to interact with avatars

 Marketing, advertising and Trade  Information means  Science projects and disclosure  Leisure activities  Religious events  Diplomatic representation  Education activities

 Groups any form of teaching and learning which is supported by electronic means (CD, DVD, satellite TV…) and specially computers with internet  Self-study  Self-organisation

 Use of web browsers to access the information  Protocols of connection between professor and students, that can be separated in time and/or space.  Use of different tools for communications, both asynchronous (forums, mails) and synchronous (chats)  Use of multimedia and digital materials (audio, photos, videos…)

 Protocols to store, maintain and manage all the materials in a web server  Flexible in terms of space and time  Interactive  Supported by tutorials of the professors  Combine individual study with collaborative activities

 There are differences in terms of: › Organizational model › Learning model › Material › Rhythm › Flexibility › Communication › Resources › Experience

 Client-Server system  Client collects important data in SL and sends it to server  Server treats received data, store it  Users can access the stroed data through a user web interface

 Before all, we have to create the needed infrastructures in Second Life

 Main objectives: 1. Register avatars 2. Access control to e-learnign rooms 3. Presence control in e-learning rooms 4. Test of knowledgement of users 5. Access to stored data

 This process is transparent for the users  Scheme master-slave used