Title: Collaborative and Experiential Learning in the UserCreated World of Second Life
1Collaborative and Experiential Learningin the
User-Created World of Second Life
John Lester (Pathfinder Linden)Community and
Education Manager, Linden Labpathfinder_at_lindenlab
.com
Games Learning SocietyMadison,
WisconsinJune 15, 2006
2What is Second Life?
- Best fictional analogs are Stephensons Metaverse
from Snow Crash - or Vinges Otherverse from True Names.
3Speaking of Vernor Vinge
- To the Internet-based cognitive tools that are
changing our lives Wikipedia, Google, eBay, and
the others of their kind, now and in the future.
4Building in 3D using geometric primitives
5Breathing Life into Objects with Scripting
Any object can be given physical behavior,
interactivity, and can communicate with the
world (e.g., email, HTTPRequest, XML-RPC)
6Property Rights
- In Second Life, residents own their creations
- Residents retain their Intellectual Property
rights to their creations - Residents may buy and sell L for US
- Residents may license their creations back into
the real world
7Live Video shared in a Community Space
8Live Music shared in a Community Space
9Emotional Bandwidth
( ) P
10Emotional Bandwidth
Use real-world social cues and proxemics,
animations and sounds, and create a completely
unique visual identity
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15What happens when you give everyone powerful
tools to shape their world?
- A Waking Dream made Realand Shared with Real
People
16Collaborative and Experiential Learning
Real Life Educators in Second Life
17Campus Second Life
- Cultural Computing Program at the Siebel Center
for Computer Science, University of Illinois
Art in Virtual Worlds - School of Architecture, Montana State
University, Bozeman Digital Collaboration in
Architecture - Southern New Hampshire University
Introduction to International Business - Department of Instructional Design and
Technology, The Teachers College, Emporia State
University, Emporia, Kansas Foundations of
Instructional Technology - University of Colorado at Denver (CU Online) -
"Urban Planning in the Gaming World" - Graduate School of Education and Psychology,
Pepperdine University, Malibu, California
Human Computer Interface - School of Architecture, The University of Texas
at Austin - "Designing Digital Communities" - Whittier College, California - "Introduction to
Sociological Perspectives on Education" - University of Southern California - "Multiplayer
Game Design" - Institute of Rural Health, Idaho State
Universiwty, Pocatello "Exploring healthcare
applications in MMORPEs using the SecondLife
platform" - Center for Innovation in Teaching and Learning,
Colorado Mountain College - "Education's Second
Life"
18Collaborative and Experiential Learning
Learning to build in Real Life
19Collaborative and Experiential Learning
Watch an Eclipse
Learn Astronomy
20Collaborative and Experiential Learning
Recreating Culture and Cultural Immersion
21Academic conferences extended into a Virtual
Community Space
The Berkman Center at Harvard University
22Academic conferences extended into a Virtual
Community Space
23The 4 Powerful Themes supporting Real Education
- A world where anyone can create anything.
- A world full of real people.
- A world of high emotional bandwidth.
- A world shared.
24And never forget that Digital Natives shall
inherit the Earth
25Now lets hear from educators doing the real
workSlides and SL Education links
www.pathfinderlinden.com