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James OReilly

Streaming into/within/from 3D Virtual Worlds (Converging Webcasting/WiZiQ/Moodle/SLoodl... - 0 views

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    Converging Webcasting/WiZiQ/Moodle/SLoodle into Second Life/Project Wonderland
Fred Delventhal

Vollee - PC Games on Your 3G Mobile :: - 0 views

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    Download Vollee mobile access to World of Second Life
Jean Shankle

The Campaign For Real Life | HaveMacWillBlog (aka Robin Bloor's Blog) - 0 views

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    Second Life blogs from an SL participants
Fred Delventhal

7Seas Fishing Game: Welcome! - 0 views

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    The 7Seas Fishing Game is a fun and affordable way to enjoy the great virtual outdoors, by yourself or with friends, while catching various wearable pets and other prizes! Load up some bait and shoot for leveling up your rod, track down those rare fish, show off your catches in a personal aquarium, take part in a fishing contest, or even play games with your newfound finned friends -- it's all possible!
Dr. Fridemar Pache

Call for Participation | Australasian Virtual Worlds Workshop - 0 views

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    CallForPapers SwinBurnUniversity VirtualWorldsWorkshop SecondLife
Fred Delventhal

SLanguages 2008 - 0 views

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    Presentations from the Conference for Languages in Virtual Worlds 2008
Sasha Rudie

Relay for Life of Second Life - 0 views

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    Now you can donate money to Relay For Life through a website and the funds will be added to your team and L count!
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 in 1938 Nazi Germany.  As participants, the students assumed the roles of reporters, exploring the events for themselves. 
  • Still, Trevena cautioned that teachers, administrators, and technology staff must work together and be prepared to support a Second Life program.  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. 
  • "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.  "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
Benjamin Jörissen

"Long Road Behind, Long Road Ahead" - Ph. Rosedale updates SL Mission Statement - 0 views

  • But now we seem to have reached a point where the rapid addition of capabilities is no longer the key challenge, and indeed can be counterproductive.
  • talked about how all too often Linden Lab is now simply ‘in the way’
  • a company of almost 250 people
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  • one new platform feature that still seems really important to deploy given the rising use of SL for education and collaboration, and that is being able to browse the web easily from in-world
  • We aren’t there yet in terms of the interface for virtual worlds. There is now a small new internal team doing nothing else
  • keep opening SL up
  • Virtual worlds, in their broadest form, will be more pervasive that the web, and that means that their systems will need to be open: extended and operated by many people and companies, not just us.
healingseason

Filmmaker Overcomes Himalayan Difficulties to Bring Rare Yogi Interview to Those Seekin... - 0 views

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    Two landslides on a road in the Indian Himalayas tested holistic health filmmaker Victor Demko's resolve to get an interview with Yoga Master Swami Sundaranand. Demko encountered this challenge while traveling from Rishikesh to Gangotri, the site of the historic head water of the Ganges River and longtime home of the 79 year old Swami Sundaranand, one of the last hardcore Himalayan yogis.
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