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Fred Delventhal

EDUCAUSE Review Magazine, Volume 43, Number 5, September/October 2008 | EDUCAUSE CONNECT - 0 views

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    Virtual Worlds? "Outlook Good" AJ Kelton ("AJ Brooks") Whether it is Second Life or another virtual world, this foundational movement is not going away. The question to be addressed in the coming months and years is how higher education and, subsequently, individual institutions will determine the best way to continue to move forward with virtual worlds. Higher Education as Virtual Conversation Sarah Robbins-Bell ("Intellagirl Tully") Virtual worlds can become an important tool in an educator's arsenal. But using this tool requires a shift in thinking and an adjustment in pedagogical methods that will embrace the community, the fluid identity, and the participation-indeed, the increased conversation-that virtual spaces can provide. Educational Frontiers: Learning in a Virtual World Cynthia M. Calongne ("Lyr Lobo") The use of virtual worlds expands on the campus-based and online classrooms, enhancing learning experiences. Classes in virtual worlds offer opportunities for visualization, simulation, enhanced social networks, and shared learning experiences. Looking to the Future: Higher Education in the Metaverse Chris Collins ("Fleep Tuque") Beyond the capabilities that virtual worlds offer us at the moment, it is the possibilities that we can imagine for the future that may be the most compelling. Virtual worlds technology, like the Internet in general, is changing the way we access and experience information and the way we can access and connect with each other. Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education Chris Johnson ("ScubaChris Wollongong") When using a roadmap, one can take many different paths to reach a desired destination. Similarly, institutions can take many different turns along the road to implementing an ideal virtual world for higher education.
James OReilly

Versatile, Immersive, Creative and Dynamic Virtual 3-D Healthcare Learning Environments... - 0 views

shared by James OReilly on 13 Dec 08 - Cached
  • Virtual 3-D Healthcare Learning Environments
  • The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine.
  • Roger’s Diffusion of Innovations Theory
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  • Siemens’ Connectivism Theory
  • accelerating momentum
  • there are some fundamental questions which remain unanswered.
  • it is beneficial to address while the race to adopt and implement highly engaging Web 3-D virtual worlds is watched in healthcare professional education
  • Therefore, Roger’s Diffusion of Innovations Theory [5] and Siemens’ Connectivism Theory [6] for today’s learners will serve as theoretical frameworks for this paper.
  • A 3-D virtual world, also known as a Massively Multiplayer Virtual World (MMVW), is an example of a Web 2.0/Web 3-D dynamic computer-based application.
  • applications that enable social publishing, such as blogs and wikis
  • the most popular virtual world used by the general public is Linden Lab’s Second Life (SL)
  • health information island
  • US agencies, such as the Centers for Disease Control and the National Institutes of Health conduct meetings in SL to discuss the educational potential of SL
  • virtual medical universities exist all over the world
  • The term “avatar” is an old Sanskrit word portraying a deity which takes on a human shape
  • Trauma Center
  • Virtual worlds are currently being used as educational spaces [1] and continue to grow in popularity on campuses and businesses worldwide. Furthermore, access to versions of virtual worlds on the Web, such as “Croquet,” “Uni-Verse,” and “Multiverse” are predicted within two to three years to be mainstream in education
  • there are reported advantages to having students engage in these emerging technologies
  • By allowing students time to interact with other avatars (eg, patients, staff members, and other healthcare professionals) in a safe, simulated environment, a decrease in student anxiety, an increase in competency in learning a new skill, and encouragement to cooperate and collaborate, as well as resolve conflicts, is possible.
  • High quality 3-D entertainment that is freely accessible via Web browsing facilitates engagement opportunities with individuals or groups of people in an authentic manner that illustrates collective intelligence
  • Advanced Learning and Immersive Virtual Environment (ALIVE) at the University of Southern Queensland
  • Who would imagine attending medical school in a virtual world?
  • Problem-based learning groups enrolled in a clinical management course at Coventry University meet in SL and are employed to build learning facilities for the next semester of SL students. This management course teaches students to manage healthcare facilities and is reported to be the first healthcare-related class to use SL as a learning environment.
  • Another example of a medical school using SL is St. George’s Medical School in London.
  • Stanford University medical school
  • Another virtual world project developed by staff at the Imperial College in London, in collaboration with the National Physical Lab in the United Kingdom, is the Second Health Project
  • Mesko [35] presents the top 10 virtual medical sites in SL.
  • The development and use of 3-D virtual worlds in nursing education is increasing.
  • Some educators may balk at adopting this technology because there is a learning curve associated with the use of 3-D virtual worlds.
  • Let’s have fun, explore these fascinating worlds and games, and network with others while respecting diverse ways of life-long learning and current researchers’ findings.
  • there is an underlying push in higher education to adopt these collaborative tools and shift the paradigm from a traditional Socratic method of education to one possessing a more active and interactive nature
  • One may view online virtual worlds and serious gaming as a threat to the adoption and purchase of high-fidelity computerized patient-simulation mannequins that are currently purchased for healthcare-profession training. For example, nurses may login into SL and learn Advanced Cardiac Life Support at their convenience, and it costs virtually nothing for the nurse and perhaps a nominal fee for the developer.
  • The educational opportunity in SL may not be a replacement for the doctor- or nurse-patient interaction or relationship, but SL may serve as an adjunct or pre- or post-learning tool.
  • one recalls when critics questioned the validity and reliability of the stethoscope invented by Laennec in 1816 and how today it is second nature to use this assessment tool.
  • 2006 health fair
Dr. Fridemar Pache

Technology - Mash into SL - 58 views

Welcome Abbath, I am interested too, how to bridge the two systems. From the Web into SL there is an easy way to make connections. Leave in some wiki or other page, where you have write access, ...

mash technology

Eloise Pasteur

Can Second Life be used as a higher education tool? | Education | The Guardian - 0 views

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    Journalist's eye view of first experience in Second Life at an international education conference. Mixes the good with the bad in a nicely balanced way.
Ole C  Brudvik

NMC Announces Parcel Leases in Three New Educational Communities in Second Life | nmc - 0 views

  • Are you or someone you know looking for a low-cost way to get started in virtual worlds — or Second Life in particular? As of today, the New Media Consortium (NMC) is offering land parcels in Second Life that are part of three unique custom-designed educational communities. These parcels are available now for lease exclusively to bona fide faculty, educational departments, or learning-focused institutions. The new sim NMC Campus, “Teaching”
  • The land is full-permissions, and can be used for almost any purpose consistent with research or teaching in Second Life. The parcels come in sizes from 1024 sq m to 8192 sq m. Costs are roughly 10 US cents per sq meter per year. This works out to $100 US per year for the smallest plot (32 x 32; 1024 sq m; 235 prims) and $800 per year for the largest (64 x 128; 8192 sq m; 1875 prims). There are no hidden or additional costs. Common area on the new sim NMC Campus, “Teaching 2″
  • Each educational community has a beautiful central area which has a number of spaces that all the residents on the island can share — these include a multi-media amphitheater, a conference room, a large classroom or other meeting space, a gallery suitable for exhibiting student work, and a resource center that has been stocked by the folks who run the highly regarded ICT Library in Second Life. Scene on NMC new sim available for lease, “Teaching 3″
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  • You can see these sims now in Second Life — they are called Teaching, Teaching 2, and Teaching 3, and each is fully open to the public — no group memberships are required to visit. Soon to open as well are Teaching 4, Sciences, Mathematics, Arts & Letters, and Outreach; those sims each also have “large lot” options — parcels as large as a half-sim — available. Large lot leases include basic terraforming, landscaping, subdividing, configuration, and ongoing maintenance. The cost of the lease can even be folded into a “Special NMC Membership” package if desired, and both the lease and the membership billed on a single invoice — call for details if that is of interest.
  • NMC Virtual Worlds offers the full span of services to support educational institutions in Second Life, and many, including the use of the NMC’s Campus in Second Life for your own events, are free to NMC members. See the listing of services currently offered [PDF, 100k]
Ole C  Brudvik

Preview: Angel Learning Island on Second Life - 0 views

  • Today Angel Learning, in conjunction with the Second Life Educators Community (SLED), will unveil a brand new island in Second Life dedicated toward educational experimentation. Campus Technology had a chance to teleport to the new island ahead of its May 15 public debut to bring you this exclusive preview.The idea behind Angel Learning Island is to provide a space for educators to experiment with learning scenarios, meetings, and other kinds of interaction with students (and each other) in a virtual world. The island is free for all (not just Angel LMS customers), so educators can learn about Second Life--the basics, as well as advanced techniques--before investing any campus resources and before committing to any one particular approach to learning in a virtual environment.Ray Henderson, chief products officer at Angel Learning, told us he thought that educators did not need "experimentation in isolation, but more open places where there's a ladder up, so to speak, a way to [educate instructors in the ways of Second Life] so they can do experimentation on their own."
Dr. Fridemar Pache

Social annotations and bookmarking for the SLED archive and beyond. - education,secondl... - 0 views

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    Social annotations and bookmarking for the SLED archive and beyond.

    (Tags:Socialannotation Socialbookmarking SL Secondlife Education SLED)

    Dear SLEDizens, dear Diigos:

    the amount of information in the highly appreciated SLED mailing list archive is formidable.

    So social bookmarking (and hyperlinkable, rich text formatted) annotations might be helpful as additional tools to keep the overview by social biidirectional interlinking the SLED archive within itself and the rest of the Web.

    This way we can easily "weave the web" (and our memory :-) by setting links from
    older contributions to newer ones (and of course vice-versa).an abitrary externally annotated <<blog/ forum/ wikipage/ static webpage>> to an archive-posting (and vice versa) an annotation via SLURL-links to special SL locations (and v.v.)
    I opened a tag-supported group forum Second Life Social Annotations  where technical questions concerning this social bookmarking/annotation tool, applied to SL / SLED, can be addressed by SLED / Diigo peers and beyond.

    Dr. Fridemar Pache
    ( My profile as an admin of the newly created  Second Life Social Annotations   can be found at return
Teachers Without Borders

Gaming helps students hone 21st-century skills - 0 views

  • Online gaming can help students develop many of the skills they'll be required to use upon leaving school, such as critical thinking, problem solving, and creativity, agreed educators who spoke during an April 16 webinar on gaming in education.
  • gaming and simulations are highly interactive, allow for instant feedback, immerse students in collaborative environments, and allow for rapid decision-making
  • repeated exposure to video games reinforces the ability to create mental maps, inductive discovery such as formulating hypotheses, and the ability to focus on several things at once and respond faster to unexpected stimuli.
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  • "I call Second Life an engine for creativity," she said.
  • L'Amoreaux cited a team of students in an internship program studying museum creatorship, who partnered with others for a Second Life activity that involved a recreation of the Night of Broken Glass (Kristallnacht), an anti-Jewish pogrom&nbsp;in 1938 Nazi Germany.&nbsp; As participants, the students assumed the roles of reporters, exploring the events for themselves.&nbsp;
  • Still, Trevena cautioned that teachers, administrators, and technology staff must work together and be prepared to support a Second Life program.&nbsp; Identifying sustainable funding sources, upgrading computers and investing in hardware, and having a backup plan if the Second Life platform is down are all necessary.
  • A 2006 NCES and University of Michigan study found that by age 21, the average youth has watched 20,000 hours of television and played 10,000 hours of video games, said Ntiedo Etuk, the CEO Tabula Digita, which offers games centered on pre-algebra and algebra.&nbsp;
  • "The reason that [gaming] is successful is obviously that it's relevant to students--it allows for the notion of competition, which gets students going, there's an opportunity for socialization, and there is instant feedback on what they're doing right or wrong," Etuk said. Video games also foster collaboration, because instead of a teacher standing in front of a classroom, students begin to help one another and become teachers themselves, he added.
  • Teachers can set difficulty levels and receive reports on student data, including the last time a student played their game, what their score was, right and wrong answers, and the topics they covered.
  • "We found that students in our project have improved their self-efficacy in science,"
  • Video games engage students and help foster some of the 21st-century skills, such as problem-solving, which may be more difficult to acquire in a traditional classroom with a textbook.
  • "When you think about the skills that students need when they leave school, like creativity and curiosity...identifying problems and solving them--these are skills that [can be] hard to teach in the traditional face-to-face classroom," Clarke said.&nbsp; "And a lot of these technologies are being used in the corporate world--IBM is now using games to train its employees, so you see simulations and games emerging outside of K-12 education."
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    Gaming helps students hone 21st-century skills Environments such as Second Life can both stimulate and educate, experts say
Kerry J

KerryJ's blog » Wanted: guest educators - 0 views

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    Have an interest in using immersive learning environments and have ten minutes or so to spare? TAFE SA's Jacinta Ryan and Ruth Fraser are taking a group of students into Second Life to practice their customer service skills - and are looking for volunteer guest educators to come in world and role play as customers on the day. FRIDAY 4 SEPTEMBER 2009
Nergiz Kern

Medical education in Second Life: it works : The Metaverse Journal - Virtual World News - 4 views

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    Medical education in Second Life: it works
James OReilly

SLEDcc2008 - 0 views

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    As part of the education track of the Second Life Community Convention (SLEDcc 2008), we'd like to showcase great educational machinima. Work will be featured at a Machinima Festival that spans the three-day,
James OReilly

Second Life Education Wiki - SimTeach - 0 views

  • Linden Lab's official resource for educators in Second Life.
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    Linden Lab's official resource for educators in Second Life.
Dr. Fridemar Pache

The Educators February 2007 Archive by thread - 0 views

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    sl education mail archive
Dr. Fridemar Pache

https://lists.secondlife.com/pipermail/educators/2006-May.txt - 0 views

  • Wandering Yaffle's _blacklibrary has a cool tour bot that takes visitors around the space chatting descriptions as it hovers. Use this tool to guide students through a physical space when you're not there. Copies of these scripts with GNU code are offered at: www.simteach.com/wiki, scroll down to Second Life / Scripts for interactivity.
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    secondlife sl tourbot GNU education
Dr. Fridemar Pache

Social annotations and bookmarking for the SLED archive and beyond. - 75 views

Social annotations and bookmarking for the SLED archive and beyond. ------------------------------------------------------------------- (Tags:Socialannotation Socialbookmarking SL Secondlife Educat...

education secondlife sl sled socialannotation socialbookmarking

started by Dr. Fridemar Pache on 19 Apr 07 no follow-up yet
Eloise Pasteur

Serendipitous Sex - Eloise's thoughts and fancies - 0 views

  • My contention is simple - when we're in Second Life to work, we can use the same techniques we use in first life to focus on the task at hand rather than that gorgeous avatar. If we want, later, to consensually jump that avatar's virtual bones (to be deliberately somewhat crude) and they are interested too, then just like flirting in the office, we can run off together and do this. However, if we're in a space that forbids this - Lively I'm remembering you here, but not only you - there is that allure of the forbidden, the censored, the naughty. People can, and will, work around the limitations in some quite amazingly inventive ways. Knowing it's not forbidden lets us (as a group) apply that energy and creativity to the task at hand when we're working, and apply it to the avatar at hand when we're not - in much the same way we learn how to do as adults.
  • The obvious corollary to this: if we ban sex from Second Life (which isn't the same as the current proposals about the adult continent) we switch back to a situation more like Lively where the allure of the forbidden becomes stronger. Creativity, learning and the like go down, and how long would it be until Second Life follows Lively into closure?
  • There are a range of other things too. The sex market in Second Life contains a huge amount of innovation - if people want to do sex, people will find ways to let them and support them. Whilst not every tool to support avatar sex turns into a tool to support education or business in Second Life, quite a lot (not all, but quite a lot) of the tools that you find used in education and business settings in Second Life, have their origins in the sex industry. Even when they're duplicating tools that are used in RL education/business settings, the code in Second Life is often explored and refined in the sex industry in Second Life first.
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  • So, there you have it. Second Life, in my opinion, gains from the fact that it lets the adults play as they choose as well as work as they choose. The fact there's a market for sex toys drives innovation in Second Life, and supports the business and education communities too. Although the press would, at least sometimes, have you believe it's a playground for perverts, so is the atomic world. But I do rather suspect if you remove the sex play entirely, you remove one of the things that, whilst it draws unwelcome attention, drives Second Life to be a success.
Kerry J

Virtual Worlds, Real Libraries - 1 views

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    Virtual Worlds, Real Libraries: Librarians and Educators in Second Life and Other Multi-User Virtual Environments Edited by Lori Bell and Rhonda B. Trueman Foreword by Stephen Abram Eighty percent of Internet users are expected to engage in some form of virtual world activity by 2011 (Gartner Research Group), and librarians and educators are already there. This fascinating book-the brainchild of two pioneering virtual world librarians-is designed to help libraries and schools recognize the importance of multi-user virtual environments (MUVEs) and consider ways of getting involved as they proliferate.
Eloise Pasteur

MediaShift . Reuters Closes Second Life Bureau, but (Virtual) Life Goes On | PBS - 0 views

  • How did the media go wrong in coverage -- and participation -- in SSL, and what went right? It was a typical hype-and-backlash scenario, as I detailed in a previous post on MediaShift. Some journalists simply tired of SL, as so many people tried it and then bailed because of its steep learning curve and high technological requirements. But the journalists that have been more enmeshed within the world have been rewarded with plenty of cultural and sociological (and yes, business) stories.
  • John Lester leads customer market development for education and health care for Linden Lab, which runs Second Life. I met him in-world and had an instant-messaging chat with his alter-ego, Pathfinder Linden, about how the media has covered SL over the years. My SL name was Lynx Wickentower: Lynx: Did media miss the bigger story of Second Life? Pathfinder Linden at the educational meeting in SL Pathfinder: That seems to be a typical pattern for the human species, yes? We did it with all the previous mediums. We'll do it again in the future. We always misunderstand new mediums, initially treating them like pre-existing ones (e.g., treating the web like print media; treating television like radio). But then we learn new ways of seeing the tools and new ways to leverage them.
  • As for Reuters' coverage of SL, they did better than most journalists who did drive-by stories with a day or two of research in-world. The bureau lived for more than two years. Still, James Wagner Au, who writes the excellent New World Notes blog about SL said they could have done better. "Their writers, Adam Pasick and Eric Krangel, are fine journalists, and did some great external business-oriented reports, but at the same time, I don't think they were ever passionately engaged in the medium or Second Life's community on an experiential level," Au told me. "Consequently, their reporting very much had a distanced, 'outside looking in' flavor that caused them to often miss the big picture, in my opinion."
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  • While Reuters thinks that the story has moved on from Second Life, CNN and many others beg to differ. The broadcaster now has an even larger presence in SL. Rather than send in a reporter as a corresponent in-world, CNN relies on SL residents to report their own news as citizen journalists for its iReport site. CNN.com senior producer Lila King said that Second Life iReporters have posted 376 stories since it launched a year ago, but that relatively small number did lead to a number of stories on written by CNN.com producers (including this one about relationships in-world). King Since iReport.com launched in Feb. 2008, Second Life iReporters have posted 376 stories. It's probably worth noting that "in-world" iReporters actually began sending stories when the iReport SL hub launched in November 2007, but we don't have an accurate count of stories submitted before iReport.com launched. King said that SL has been more than just a story-generating tool for CNN's iReport team; it's also helped them learn to nurture an online community. "We've started to see a new benefit of being in Second Life: it gives us a place to polish our skills in community building," King said. "Newsrooms everywhere, ours included, are trying to learn how to foster meaningful, two-way conversations with their audiences. When we hold our virtual news meetings every Tuesday afternoon (2 pm Second Life Time/5 pm ET) with the Second Life iReport community, that's exactly what we're doing: listening and interacting in real-time, offering feedback and courting new ideas along the way."
  • One thing that has survived the hype is the virtual economy of Second Life and other online worlds and gaming environments, where people sell virtual goods with game-based money that can be converted to real money. BusinessWeek's Hof believes that's a story that has staying power. "The notion of virtual economies is already becoming a solid business model for many game companies, and even social networks like Facebook -- by some accounts up to $2 billion in revenues -- so that seems like a trend that has some legs, and it's one you can credit Second Life with proving as much as anyone," Hof said. "And of course, the idea of user-generated content is huge today on a number of fronts, though Second Life is just one example of that."
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    Balanced article about the impact of journalism on SL and SL on journalism.
Eloise Pasteur

Accounting for Second Life - 0 views

  • Second what? Second Life is a virtual 3-D world on the Internet. Think of it as the marriage of online video game technology and social networking tools, like MySpace and Facebook, with e-commerce potential. It is not really a game and isn’t intended for children.
  • Public accounting’s presence in Second Life is called CPA Island. CPA Island may be a way to attract the next generation of young professionals to careers in public accounting.
  • Second Life is a global phenomenon. Reuters estimates that only 31.2% of active Second Life users are U.S. residents. The majority of active users (more than 54%) are from Europe. Second Life usage is so pervasive in Korea, for example, that it is beginning to impact the country’s social agenda, according to virtual world expert Edward Castronova.
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  • Videos more easily capture the look and feel of Second Life. YouTube (www.youtube.com) has a good introductory overview video of Second Life (search “Second Life Text100”) as well as a video that illustrates its communication, education and collaboration possibilities (search “Second Life Ohio University”).
  • In a recent interview for National Public Radio Weekend Edition (www.npr.org, Feb. 9, 08), Bloomfield described the basics of the Second Life economy and the real financial losses from the recent Second Life banking crisis. (The currency used for economic transactions in Second Life is called Linden Dollars. Linden Dollars can be exchanged for real U.S. dollars at a rate of approximately 260-to-1. Last year, Linden Lab banned online gambling operations that had become popular in Second Life. Early this year, Linden Lab banned unregulated banking operations in Second Life because several banks were reneging on unsustainable high interest rates on deposits.) Bloomfield attributes his initial interest in Second Life to its potential use as an economic simulator in which reactions to new financial regulations could be studied by FASB.
  • Professor Steven Hornik, of the University of Central Florida, is another accounting professor exploring accounting education applications. He created a Second Life location called Really Engaging Accounting and maintains a blog about his efforts at www.mydebitcredit.com. In his financial accounting course, he uses the social networking capabilities of Second Life and interactive 3-D objects that he creates. The objects demonstrate basic accounting principles. One simulates the effect of transactions on the basic accounting equation. Another simulates the use of T-accounts to record changes to account balances. Students use their avatars to manipulate the models. Videos of his Second Life creations are available on YouTube (search “second life accounting”).
  • SUMMARY Second Life is an immersive and engaging 3-D virtual world with economic implications and opportunities for the real world. CPA Island is the current center of the public accounting profession in Second Life, but this won’t be the case for long as other CPA firms choose to use it as a tool for meeting, connecting, sharing and collaborating with others. Where business activity goes, it seems certain that CPAs will follow.
Nergiz Kern

edumuve.com - 0 views

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    Please use this sampling as a quick-start tour guide. For more in-depth information about the 3D virtual world called Second Life and its educational uses, see the "Juicy Links" in the side bar.
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