Second+Life


 * Second Life **

** Resources: **


 * [|What is Second Life]
 * The History of Second Life

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** SWOT **

__Strengths:__
 * Highly engaging for students
 * Students from around the globe can meet 'face-to-face'
 * Different locations provide a wealth of information on various topics
 * Students can immerse themselves in their learning environment
 * Teachers can conduct guided tours
 * Students can collaborate and co-create
 * There is a teen second life for teens 14-17
 * Non-threatening environment where physical insecurities are not a barrier to learning

__Weaknessess:__
 * Requires a fast and powerful computer to run smoothly
 * Users must be familiar with the different SL controls
 * High quality microphones are required to chat clearly
 * Monthly subscription to own land
 * Age restrictions
 * Is potentially addictive and could prevent users from valuing real life.

__Opportunities:__
 * Professional groups can meet and collaborate
 * Teachers can allow students to explore different areas as a learning activity
 * People can 'meet', who otherwise would be miles apart

__Threats:__
 * Inappropriate social interaction

** Ideas for the Classroom: **


 * This [|group] will host discussions around the topics of using Second Life for both professional development of educators and for use with students.
 * Lists of educational uses
 * [|Slide show] of Educational Ideas for the Classroom
 * My idea is to use some real estate on Second Life **//as//** a classroom -- not just in the classroom. Online students can gather in the SL class at a specific day and time, with the instructor. Each student would be represented by his/her avatar. I would very much like to do some research on how people create avatars and how using avatars affects classroom interaction since it would allow for the elimination of much demographic bias.
 * SL can be used by students to practice and perform speeches in front of peers, particularly of use in a distance education speech class. SL provides a format that replicates the "real-life environment" that can help students overcome emotions they would experience during public speaking scenarios in the physical classroom.

=Examples of Uses in the Classroom:= Recently, as part of a graduate research project, I participated in a Cross-cultural Collaborative Learning Project. My group consisted of students from Canada, Israel, and the United States. It was our job to design a WebQuest, using Second Life as our medium. We used SL to meet at specified times, during which we chatted with one another across the miles. Using screen-shots found at various locations throughout SL, we created a WebQuest to explore different energy alternatives.