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  • First Seasonal Report on Ethics and Virtual Worlds | NPSL: Nonprofits in Second Life

    The MacArthur Foundation recently put out this press release regarding RezEd.org and their first report on ethics and virtual worlds.

    secondlife.techsoup.org/...port-ethics-and-virtual-worlds - Preview

    secondlife nonprofit SL rezed.org report on 2008-12-09

  • International Bureau of Education. Bureau International d'Education. Oficina Internacional de Educacion. IBE. BIE. OIE. | UNESCO.org :: 48th session (2008)

    The International Conference on Education is a major international forum for education policy dialogue among Ministers of Education and other stakeholders (researchers, practitioners, representatives of intergovernmental organizations and civil society).

    www.ibe.unesco.org/...48th-session-2008.html - Preview

    education UNESCO UN teaching conference international Geneva on 2008-11-04 and saved by 3 people

  • Educational Frontiers: Learning in a Virtual World (EDUCAUSE Review) | EDUCAUSE CONNECT

    • I continue the orientation with highlights of accomplishments from teenage students at Ramapo, Suffern (N.Y.) Middle School’s campus in Second Life, hosted by Peggy Sheehy (http://ramapoislands.edublogs.org/about/). Their learning experiences are inspiring and help my students visualize projects modeled in a virtual world. During one session, a student reflected: “If teens can do it, I can do it.” Student ownership grows as students visualize the class workspace as a place where they meet, attend class sessions, work on projects, play, and relax with friends.
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    • Class can be held on the beach, in another country, in outer space, or in any simulated setting. Students do not need to be confined to a traditional class setting, with chairs facing forward, but can instead move within the learning environment, communicate via text or voice, offer information or ask questions whenever they like (without being impolite), and correspond with classmates and friends via private messaging.
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  • Virtual Worlds? “Outlook Good” (EDUCAUSE Review) | EDUCAUSE CONNECT

    • bring the words “3D virtual environment” a bit closer to the mainstream. In June 2007, Second Life had nearly eight million residents. One year later, it had more than fourteen million.2



      But Second Life is not the only virtual world—and not the only one involved in education. The Active Worlds program Active Worlds Educational Universe (AWEDU) includes over eighty educational worlds (http://www.activeworlds.com/edu/). Educators are also working (individually) in There. Other virtual worlds efforts include Central Grid, Kaneva, Twinity, CyberNet Worlds, The Palace, Furcadia, and Project DarkStar. Others spring up daily, it seems. Over time, we may see a shift toward open source opportunities like Croquet and toward work-oriented virtual collaboration spaces like Sun Technology’s Project Wonderland.



      In addition, many virtual worlds are tied to product lines: Webkinz, Home (Sony), BarbieGirls (Mattel), and Club Penguin (Disney). Add the many additional efforts that Disney is putting forward in this field, along with other younger-market companies like MTV, and it is crystal-clear that virtual worlds are here to stay. If the number of virtual worlds is not an indication, certainly the amount of money being invested should be. According to Virtual Worlds Management, over $1 billion (U.S.) was invested in virtual companies in 2007 (http://www.virtualworldsmanagement.com/2007/index.html), and over $184 million was invested in the first quarter of 2008 (http://www.virtualworldsmanagement.com/2008/q1.html).

    • the New Media Consortium estimates that more than 1,200 educational islands were created in 2007.4
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  • edna workshop in Second Life

    Participants in the Second Life session of edna's online workshops get the opportunity to collaborate on an original work of music. This international event included participants from Australia, New Zealand, Canada and the US. Many thanks to Jo Kay, Konrad Glogowski, Jude O'Connell, Dean Groom and the residents of the islands of jokaydia. Produced by KerryJ.

    blip.tv/...1021643 - Preview

    ednaworkshops08 edna education.au sl secondlife jokaydia workshop on 2008-06-25

  • Virtual classroom project coming to a close « Learn Online

    Leigh Blackall reflects on his virtual residency in the Virtual Classroom Project

    learnonline.wordpress.com/...room-project-coming-to-a-close - Preview

    self-directed teacher development teacher education virtual classroom project pd on 2008-05-03 and saved by 2 people

    • learning about architecture, sustainability, and SL rendering.
    • The simplicity in learning the drawing tools, coupled with the ability to meet numbers of other people in the actual model who would then discuss and help me build the model was a very potent learning experience.
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  • Gaming helps students hone 21st-century skills

    Gaming helps students hone 21st-century skills
    Environments such as Second Life can both stimulate and educate, experts say

    www.eschoolnews.com/...index.cfm - Preview

    Second Life 21st century skills eschoolnews games gaming on 2008-04-28 and saved by 2 people

    • 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
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