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Second Life Presentation Feb. 21, 2008 Charles Gluck / Lama Hamdan / Tom Sakell EDIT 611 / Spring 2008 / George Mason University
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 2 Agenda Purpose Introduction Environment Members Capabilities Culture Interaction Learning experiences Demonstration Conclusion
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 3 Purpose Second Life is an extremely popular virtual reality environment. Despite the struggles and frustrations of an application in its infancy, can Second Life really be a practical learning environment?
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 4 Overview 3-D virtual environment Online World Persistent (never stops) Communication independent of physical distance
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 5 Environment (Cont’d) Movement Communication Sensory
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 6 Environment (Cont’d) Structure –Economy Goods and Services Spiritual Education
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 7 Environment (Cont’d) Free Avatar representation Organized by island
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 8 Avatars In Hindu philosophy, an avatar is the incarnation or bodily manifestation of a higher being, or the Supreme Being (God) onto Earth. 8 Definition: Incarnation of a higher being Sanskrit word “avatāra” means "descent“ Implies descent into lower realms of existence On the web, 3-D representations, human or fantastic Term popularized by Snow Crash, a 1992 science fiction novel
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 9 Members 9 Avatars range from humans to humanoids, robots, animals and mythical creatures. Average users: Women, age in 30s Business flocking to SL Over 80 universities now involved
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 10 Members Second Life first appeared in 2003. In 2006, the avatar population reached 3 million. In March 2007, SL population was 4.6 million By March 2008, the population will reach 25 million “residents.”
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 11 What do people do? Socialize Meet people Shopping Concerts Education Meetings Interest groups
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 12 Seven Sensibilities of Learning Sense of Self Death of Distance Power of Presence Sense of Space Capability to Co-Create Pervasiveness of Practice Enrichment of Experience Credit: By Bryan Chapman / http://www.brandon-hall.com/bryanchapman/?p=32
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 13 Capabilities of Learning Social process via the web Learning group concept Events distributed time/place Multiple forms of interaction Internet/web bases technology
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 14 Capabilities of Learning (Cont’d) Virtual Classroom Communication Community/Collaboration Building tools
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 15 Capabilities of Learning (Cont’d) Authentic immersive experiences Experiential learning Simulation and role-play Data visualization Collaboration and co-creation
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 16 Capabilities of Learning (Cont’d) Pedagogical Model Community of Practice Situated Learning Micro worlds, Simulations Virtual Learning Environments
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 17 Culture / Social values 17 Mask your identity Be anyone Impress Express Communication All countries, all languages, all the time Have a large, harmonious existence
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 18 Culture / Skills 18 Traits most valued in Second Life Building Scripting Marketing Applying knowledge Collaboration
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 19 Culture / Constant learning 19 Constantly adapting to new functions, applications SLURLs adapt a “new” media (the Internet) to a brand new media (virtual reality) http://slurl.com/secondlife/ / / /
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 20 Culture / Learning 20 Informal adult learning International collaboration Building trust
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 21 Interaction experience: Positives 21 Arrange pleasant meeting areas Novel environment to energize groups Meeting participants as physical representations, not just voices Entertaining side activities
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 22 Interaction Experiences: Negatives 22 Meetings are limited by member’s navigation abilities Practical meeting tools are better in web-conferencing tools No obvious advantage if meeting is information sharing and discussion
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 23 Learning Experience Sky is no longer the limit Fly. Anything is possible Who can be the most intriguing Who can make the most island, design the coolest clothes. Same consumer problems exist: trends competitors exposure Business can build brands
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 24 Companies Adidas AOL SunSony
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 25 My Visit to American Apparel 25
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 26 Demonstration
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Group A Second Life: Presentation Group A / EDIT 611 / Spring 2008 27 Conclusion Metaverse allows unprecedented freedom Understand new digital roles Build through trust, collaboration and community. In Second Life, learning goes both ways.
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