Great virtualworlds/secondlife/opensim blog to follow. Points to free megaregion terrain file :) (4 regions) and how to install.
See also "Opensim on a USB key"
Games: Six engagement elements, examples and applications.
Community, Competition, Completion, Creativity, Puzzle-solving, Narrative
EDTEC700: What elements make sense for YOUR 3-D learning design? Any of them? Something other?
Overview of how Global Kids and other educational/non-profit organizations used Teen Second Life from 2005 until its close in late 2010.
In addition to listing projects and case studies, Barry Joseph discusses what we might learn from this "experiment".
Great example of middle school student created projects on Teen Second Life. Note how sixth graders hire 8th graders using Lindens and project manage collaborative problem solving.
Doable, highly engaging and tied to core content.
May I chime in? His comments made quite a splash two years ago when he was running for re-election (Note post date). Nothing much came of it (except that he was re-elected). As noted in the article, he also sponsored legislation banning access to social-networking Web sites in schools and libraries.
Teachers face battles over internet/site access every day. I think his reaction is part of a larger question/concern. As K-12 EDTEC thought leaders in our spheres of influence, what knowledge and principles can we bring to the table that will help establish policies allowing our students appropriate online access? If people are worried about content, is legislation banning technologies always the best reaction? What other options are there?
Also - We know enough about SL now to counter some of his concerns. 1. He wasn't in Teen SL 2. You can "lock down" an island on TSL solely for students.
... Just adding my post-breakfast two cents. Feel free to heartily disagree and dissent! :)
Edmonton prototypes possible changes to city center and gains citizen input through Second Life.
Thought: How could students use a virtual world with building capabilities to suggest urban (and suburban) planning options in their own communities?
OpenSim demonstration of lab demo. The author admits that this is somewhat futuristic example. However, it DOES indicate where virtual worlds are heading in the very near future. (perhaps 2 years?)
Good to show science educators in particular.
A table (list) of over 100 science related places in Second LIfe. Includes SLURLS.
If you are looking for a science related location to visit and report on, this is a super list to check out.
Quest Atlantis (QA) is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-16, in educational tasks. QA combines strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. Participation in this game is designed to enhance the lives of children while helping them grow into knowledgeable, responsible, and empathetic adults.
Does this interest you? They offer extensive educator training and support. Really an exemplary project. HIGHLY recommended.
Overview of Science through Second Life - a Motorola grant funded science curriculum implemented in a 9th grade Brooklyn science class, Spring 2008.
(Full disclosure - Co-designed by Cathy)
A practical example of using a virtual world to supplement and support standards based high school science. Note the environments NPIRL (not possible in real life).
Systems Thinking and Game Design through the eyes of a 4 year old. Interesting observations about the value of games in understanding problem solving and social interactions.
Not directly related to virtual worlds - although good for understanding WHY virtual worlds and online games might be valuable student learning experiences.
This post details possible causes of low performance for those accessing virtual worlds with low end computers. This is just one of many design considerations when designing a virtual environment for a specific learning audience.
Short story: The more graphics a computer needs to "see" (ie: load), the slower it is going to run.
Stellar design! A detailed and fantastic virtual world educational environment/activity design now being developed by U of Oregon for K12 teachers attending a summer program. Virtual Oaxaca will combine a virtual world space with a journey to the real Oaxaca.
Please read for a great example of blending "real", online and virtual world spaces into a comprehensive, collaborative, CREATIVE! and reflective learning experience.
Happy Steve blog post chronicling ongoing student work on a Second Life Teen Grid Island. Booralie Island is the virtual extension of a Christian school located in Sydney, Australia. Their island is largely student created and used for many different subjects.
Happy Steve is also a great example of a technology infused enthusiastic teacher.
This post details students building a war memorial, scripted recording studio, coliseum ... on their own time and after school.