A Practical Guide to Using Second Life in Higher Education by Maggi Savin-Baden

By Maggi Savin-Baden

Lately there was expanding use of digital worlds in larger schooling, really in moment lifestyles. This useful instruction manual is a pedagogically-informed textual content that courses employees within the use of moment lifestyles within the fields of extra and better schooling. The e-book has been designed to help academics who are looking to use moment existence and offers either an summary and an in depth attention of the possibilities this immersive global bargains for instructing, studying, review and study. to help readers, Maggi Savin-Baden has integrated: A thesaurus of phrases information of demanding situations and blunders to prevent Examples of excellent perform hyperlinks to web pages and different resources of support This ebook is designed either for these new to moment existence in addition to people with adventure of training in digital environments. it's going to support lecturers to growth from getting all started with moment lifestyles to constructing their instructing in the atmosphere.

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Showing Machinima or getting colleagues to be inworld to demonstrate Second Life are all useful activities that can help staff to understand what using this technology might mean in their own teaching arenas. Demonstrations in real life of inworld activities. One of the sessions I ran with colleagues in early 2006 was a session in a large lecture theatre to demonstrate the newly contracted university island. Having had initial discussions with key staff, this next session was open to the whole university.

Although Second Life can be used for face-to-face, distance and blended programmes, it is essential to realise that its use will not mean it is possible 7:22 P1: OSO MHBK022-c03 MHBK022-Savin August 16, 2010 PLANNING AND DESIGNING LEARNING IN SECOND LIFE 35 to teach more students faster and better. Often Second Life teaching takes longer than face-to-face teaching, although students can be left to do many activities alone and will learn much from one another. Group sizes should be kept small (8–10) so that learning can be maximised.

The company Avatar Reality is currently working with a number of developers (mostly individuals and small groups) who create components such as cities and environments for Blue Mars. Registration is free as is the developer kit, although some external 3D graphics software may require purchase. alive This is gaining ground as a browser-based virtual world. It defines itself as ‘a virtual world software application that provides an enterprise ready, network secured virtual world platform for collaboration, assisted e-Commerce and virtual learning and training applications’.

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