Machinima = "machine" + "cinema." Machinima is filmaking within a real-time, 3D virtual environment, often using 3D video-game technologies. In other words, filming what happens in Second Life, including classes held there.
The International Journal of Virtual and Personal Learning Environments (official publication of Information Resource Management Association) provides readers with comprehensive coverage of developments in learning technologies for an international readership of educators, technologists and trainers. The journal is a primary source for academics, professionals, corporate trainers and policy makers in information and communication technologies. The journal publishes high quality contributions (papers, book reviews) on a range of fields associated with Course Management Systems (CMS), Learning Management Systems (LMS), Virtual Learning Environments (VLE), Social Networking Sites (SNS), Personalized Learning Environments (PLE), and 3D virtual worlds, including for example Second Life (SL).
Simulations in Higher Education (SHE) is a focus for these initiatives at UWE. It is part of the E-learning Development Unit, which works with colleagues across the university to help with developments in curricula and delivery that use ICT. This SHE website describes the projects, technologies and underpinning pedagogies that these initiatives draw upon, and develop.
NMC Virtual Worlds is an NMC program designed to help educational and other learning-focused organizations explore the potential of virtual spaces in a manner that builds on community knowledge, is cost-effective, and ensures high quality. Since its launch in January 2007, NMC Virtual Worlds has been known for its attention to detail and to client needs. NMC provides a palette of premium custom services for education and training that includes developing facilities to hold company meetings and events, holding trainings and seminars, creating simulations for educators to recreate historical, scientific, and literary settings, organizing and managing conferences and mixed media events, and growing successful learning communities.