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Cathy Arreguin

Free SL Scripts - 0 views

  • Cathy Arreguin
     
    Free Second Life Scripts
James OReilly

Virtual Workshop: Designing for Mobile Learning - 0 views

  • James OReilly
     
    "Designing Mobile Learning:
    Principles and Practices "
James OReilly

EduNation II Happy Hour For Newbies - Second Life Tool Ranking - 0 views

  • James OReilly
     
    "http://tinyurl.com/newbie-happy-hour"
James OReilly

ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insights... - 0 views

  • Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched.
  • The top motivations for investment in immersive technology in 2008 /1Q 2009 were enabling people in disparate locations to spend time together, increased innovation, and cost savings or avoidance.
  • Early implementers are choosing the simplest use cases first. The most common were learning and training (80%, or 53 of 66 respondents focused on this use case) and meetings (76%, or 50 of 66 respondents). Some intend to take on more complex use cases in 2010 or 2011.
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  • Immersive technology won out over a variety of alternatives primarily due to low cost and the increased engagement it delivers. The leading alternatives were Web conferencing and in-person meetings, followed by phone calls.
  • Work-related use of the Immersive Internet is in the early adopter phase. Before it can pass into the early majority phase, practitioners and the technology vendors who serve them must “cross the chasm.” The most common barriers to adoption are target users having inadequate hardware, corporate security restrictions, and getting users interested in the technology.
James OReilly

Media Grid : Open File Formats Technology Working Group (OFF.TWG) Charter - 0 views

  • James OReilly
     
    "Create Once, Experience Everywhere"

    In the context of Immersive Education the term platform refers to any virtual world, simulator or 3D game-based environment that may be used for teaching or training purposes. The Immersive Education platform has evolved considerably over the past decade and the 3rd generation ("next generation") is now under development. Whereas the previous two generations of Immersive Education were based on specific client-side platforms tied to proprietary server-side infrastructures, the future of Immersive Education revolves around multiple client-side platforms working in unison through the server-side Education Grid.

    Based upon open source technologies and open standards, the Platform Ecosystem and Education Grid will provide educators with a comprehensive end-to-end infrastructure for a new generation of virtual world learning environments, interactive learning games, and simulations. To this end the Immersive Education Initiative has a mandate to design, develop and promote open and platform-neutral file formats that enable interoperable learning objects and experiences to be seamlessly deployed across a wide variety of virtual world and game platforms (e.g., Second Life, Croquet/Cobalt, Wonderland, and other 3D/VR platforms)
James OReilly

Virtual Learning Quality - Mastering ISO 9001 Quality Processes In Virtual Worlds - 0 views

  • James OReilly
     
    ISO 9001 implementation for virtual learning & teaching
James OReilly

Recipe for a great 3D brainstorming session « ThinkBalm: Immersive Internet insig... - 0 views

  • If you are ready for your own home-brew brainstorming sessions within an immersive environment, here is the ThinkBalm Innovation Community recipe:
Nellie Deutsch

Directory of open access journals - 0 views

  • Nellie Deutsch
     
    This service covers free, full text, quality controlled scientific and scholarly journals. We aim to cover all subjects and languages. There are now 4010 journals in the directory. Currently 1437 journals are searchable at article level. As of today 268547 articles are included in the DOAJ service.
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