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Immersive Learning in Second Life

Kay Miller discusses the potential of immersive virtual worlds like Second Life for innovative training and collaborative learning. Second Life allows users to accomplish physically impossible tasks and build virtual models, going beyond simulating traditional classroom instruction. While similar to role-playing games, Second Life has no inherent objectives or scoring, instead encouraging residents to explore communities and start enterprises. The paper serves as an introduction to using immersive virtual worlds for learning, surveying examples of online virtual learning without making recommendations.

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0% found this document useful (0 votes)
74 views1 page

Immersive Learning in Second Life

Kay Miller discusses the potential of immersive virtual worlds like Second Life for innovative training and collaborative learning. Second Life allows users to accomplish physically impossible tasks and build virtual models, going beyond simulating traditional classroom instruction. While similar to role-playing games, Second Life has no inherent objectives or scoring, instead encouraging residents to explore communities and start enterprises. The paper serves as an introduction to using immersive virtual worlds for learning, surveying examples of online virtual learning without making recommendations.

Uploaded by

dispaa4321
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Kay Miller IT 6750 Trend Analysis Competency #1 Reflective Practice Summary and Reflection I became interested in the possibilities

s offered by immersive virtual worlds while working on my Futures Reflection for IT6750, in which I imagined that such tools may become more common as offices go virtual and businesses look for ways to offer high-quality training while cutting expenses. The possibilities for tools such as Second Life go beyond simulating classroom-based instruction. Because Second Life allows users to accomplish things that are physically impossible in real life (such as flying or building any three-dimensional model that the imagination allows), Second Life has the potential to allow innovative methods of delivering tried-and-true content to audiences. Learning in Second Life presents a summary of Second Life and similar immersive virtual worlds as environments for collaborative learning and simulations. Second Life is similar to Massively Multi-player Online Role Playing Games (MMORPG) such as World of Warcraft, however, there are no inherent objectives in Second Life, or points to be scored. Instead, Second Life encourages users, or residents, to wander though its many communities, start real and virtual enterprises and contribute to the building of new communities, including communities of learning. This paper is not designed to give an exhaustive account of all possible or projected uses for Second Life as a collaborative learning tool, nor does it give recommendations for using Second Life for learning. Learning in Second Life serves as an introduction to the trend of using immersive virtual worlds for learning and surveys some innovative examples of online virtual learning.

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