Interesting Factoids
- About SecondLife
- 125 schools, colleges, and universities have used Second Life°
- Over one million real American crisp and shiny dollars are spent every day by the over ten million residents in Second Life.(http://www.finextra.com/community/fullblog.aspx?id=660)
- Symantec warned authorities with the possibility of criminals using online games such as World of Warcraft and Second Life for money laundering purposes.
- 10$/month leases you a small piece of land to create stuff
Applications to Education
- Advantages over standard distance education°
- "create a sense of class community — something that develops fairly naturally in a face-to-face class" -Rebecca Nesson
- English Language learners can take their time to read and type discussions
- Less likelihood of having people dominate the discussion
- Easier for less outgoing people to contribute
- Being able to do reconstructions of real places and times
- Sistine Chapel at Vassar Island in 2ndlife
- http://www.sloodle.org/
- virtual reality moodle!
Online Gaming
- America's Army
- America's Army (also known as AA or Army Game Project) is a tactical multiplayer first-person shooter owned by the United States Government and released as a global public relations initiative to help with U.S. Army recruitment.
- Chris Chambers, the deputy director of development for America's Army, admits it is a recruitment tool,[16] and "the Army readily admits [America's Army] is a propaganda device," wrote Chris Morris, a CNN/Money columnist and director of content development.[17]
- Social Aspects
- "Many MM ORPG gamers play with a romantic partner or a family member. About 16% of male players and 60% of female players play with a romantic partner, and about 25% of male players and 40% of female players play with a family member."
- "About 40% of players feel that their online friends are comparable or even better than their real life friends"
- "People are more willing to talk about personal issues when they can maintain their anonymity, and about 30% of MMORPG players have told personal issues or secrets to online friends that they have never told anyone else. These environments also encourage people to form trusting bonds with each other by repeatedly placing players in spontaneous and stressful crises that require players to work together in order to survive. And most importantly, players are pre-selected to be compatible with each other because MMORPGs are a very specific form of entertainment. People who enjoy gradual advancement in a fantasy world where they take on roles as ogres and elves are not a random slice of the population."
- Status Reversal
- Young people are more likely to take leadership roles than older people in MMORPGs. In fact, the younger age groups are the most active in 'leadership roles' in the online gaming community (under 25)
- Ender's Game - Orson Scott CArd
- Plays virtual reality interactive games on his computer to learn military theory
- Brother and Sister use the Web (net) and act like to rival political wonks to basically take over the Earth government
- Instanced Encounters in MMORPGs can take up to 20 minutes long and require near flawless execution of 40 players working cooperatively
Places to Learn about Education in SL
- Information & Communications Technology (ICT) Library on Info Island
http://slurl.com/secondlife/Info%20Island/50/199/33/?title=Info%20Island
°http://blogs.computerworld.com/node/5122
http://www.nickyee.com/daedalus/
http://www.nickyee.com/daedalus/gateway_critiques.html
http://www.simteach.com/wiki/index.php?title=Top_20_Educational_Locations_in_Second_Life