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Susan Waterworth

Education Unleashed: Participatory Culture, Education, and Innovation in Second Life - 0 views

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    This mix of fantastic possibilities and social educational opportunities has virtual worlds poised to transform basic approaches to learning and communication, as well as innovation and entrepreneurship. In an increasingly technologically linked yet socially fragmented world,4 virtual worlds demonstrate the power to bring people together.5
Susan Waterworth

FUNGLODE - Fundación Global Democracia y Desarrollo Campus Virtual - 1 views

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    This is the ning for the Dominican outfit that has a Second Life virtual community. The wonderful founder Frederic Emam-Zade came and spoke to us on a Wired Wednesday and made Second Life virtual reality communities seem like something worth exploring for myself and my students.
Susan Waterworth

Virtual Reality on Second Life - 0 views

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    This is so cutting edge - people at IBM met in a virtual world for a major conference instead of everyone flying in and staying at hotels for 3 days. This is pretty short; just skip over anything you don't care about and find out about about the world they created for their attendees.
Lisette Hermida

The Digital Culture and Communication: More than just Classroom Learning - se... - 0 views

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    A description about Digital Culture and Communication
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    Seminar.net - Media, technology and Lifelong learning
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    This webpage describes the integration of digital technology into education. Recently, capacities have been developed to create virtual communities for education. This will help open doors for students outside the classroom. Therefore having a positive effect on learning. "The Digital Culture and Communication: More than just Classroom Learning ." Seminar.net. seminar.net. 18 Mar. 2009 .
Susan Waterworth

Social Media & Libraries Course - 0 views

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    Course materials online re wikis, RSS geeds, gaming, blogging, virtual worlds, media sharing, etc. by a Toronto librarian and tech geek. Good articles and links.
Susan Waterworth

Online Games as "Third Places" - 0 views

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    This study on the effects of gaming concludes that by providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability. Participation in such virtual "third places" appears particularly well suited to the formation of bridging social capital-social relationships that, while not usually providing deep emotional support, typically function to expose the individual to a diversity of worldviews.
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