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Second LifePresentationFeb. 21, 2008
Charles Gluck / Lama Hamdan / Tom SakellEDIT 611 / Spring 2008 / George Mason University
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Agenda
Purpose Introduction Environment Members Capabilities Culture Interaction Learning experiences Demonstration Conclusion
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Purpose
Second Life is an extremely popularvirtual 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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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Overview
3-D virtual environment Online World Persistent (never stops) Communication independent of physical distance
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Environment (Cont’d)
Movement Communication Sensory
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Environment (Cont’d)
Structure– Economy
Goods and Services Spiritual Education
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Environment (Cont’d)
Free Avatar representation Organized by island
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Avatars
In Hindu philosophy, an avatar is the incarnation or bodily manifestation of a higher being, or the Supreme Being (God) onto Earth.
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Definition: Incarnationof a higher being
Sanskrit word “avatāra”means "descent“
Implies descent intolower 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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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Members
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Avatars range from humansto 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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Second Life: PresentationGroup 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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Second Life: PresentationGroup A / EDIT 611 / Spring 2008 11
What do people do?
Socialize Meet people Shopping Concerts Education Meetings Interest groups
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
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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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
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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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Capabilities of Learning (Cont’d)
Virtual Classroom Communication Community/Collaboration Building tools
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Capabilities of Learning (Cont’d)
Authentic immersive experiences Experiential learning Simulation and role-play Data visualization Collaboration and co-creation
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Capabilities of Learning (Cont’d)
Pedagogical Model Community of Practice Situated Learning Micro worlds, Simulations Virtual Learning Environments
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Culture / Social values
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Mask your identity Be anyone Impress Express
Communication All countries, all languages, all the time Have a large, harmonious existence
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Culture / Skills
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Traits most valued in Second Life Building Scripting Marketing Applying knowledge Collaboration
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Culture / Constant learning
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Constantly adaptingto new functions, applications
SLURLs adapt a “new”media (the Internet) to a brand new media(virtual reality)
http://slurl.com/secondlife/<region>/<x>/<y>/<z>
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Culture / Learning
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Informal adult learning International collaboration Building trust
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Interaction experience: Positives
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Arrange pleasant meeting areas Novel environment to energize groups Meeting participants as physical representations, not just voices Entertaining side activities
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Interaction Experiences: Negatives
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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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Second Life: PresentationGroup 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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Second Life: PresentationGroup A / EDIT 611 / Spring 2008 24
Companies
Adidas AOL
SunSony
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
My Visit to American Apparel
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Demonstration
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Second Life: PresentationGroup A / EDIT 611 / Spring 2008
Conclusion
Metaverse allows unprecedented freedom Understandnew digital roles Build through trust,collaboration and community. In Second Life,learning goes both ways.