Difference between revisions of "Second Life"
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{{Term|SECOND LIFE|Second Life is an adapted term that defines the virtual world of an online community who explore, interact, use and create objects though their avatars (online characters). The settings of these online communities can range from popular culture, imagined landscapes, contemporary spaces or historical locations, and paradigms. | {{Term|SECOND LIFE|Second Life is an adapted term that defines the virtual world of an online community who explore, interact, use and create objects though their avatars (online characters). The settings of these online communities can range from popular culture, imagined landscapes, contemporary spaces or historical locations, and paradigms. | ||
− | Linden Lab, an American Internet company, began developing its online virtual world in 1999, which culminated in its primary product - Second Life – launched in June 2003. This sophisticated, 3-dimensional interactive environment emerged from primitive beginnings in an attempt to engage in a 360° degree virtual experience. | + | Linden Lab, an American Internet company, began developing its online virtual world in 1999, which culminated in its primary product - Second Life – launched in June 2003. This sophisticated, 3-dimensional interactive environment emerged from primitive beginnings in an attempt to engage in a 360° degree virtual experience.<ref> [http://en.wikipedia.org/wiki/Linden_Lab http://en.wikipedia.org](23 April 2012) <ref> Unlike other online environments, where chat is the sole interactive activity, Second Life also contains a three-dimensional world, one to be explored, shared and used as a creative tool kit for building virtual, interactive objects. Put simply, Second Life is a large digital sandbox where real experiences are simulated. |
Defining Second Life is a frequent question for debate, whether it should be understood as a virtual world, a computer game, or a Chat Room. The product has no designated objective or traditional game plan. Moreover, it has no beginning or end, and is not designed to foster competition. Yet, it tends to have the appearance of a game and is often assumed to be one. As such, it lends itself as a template for a motivating learning platform, and is rapidly being adopted as an educative tool. It has the capacity to be used as part of an e-Learning based classroom or as a space to meet, communicate and collaborate. | Defining Second Life is a frequent question for debate, whether it should be understood as a virtual world, a computer game, or a Chat Room. The product has no designated objective or traditional game plan. Moreover, it has no beginning or end, and is not designed to foster competition. Yet, it tends to have the appearance of a game and is often assumed to be one. As such, it lends itself as a template for a motivating learning platform, and is rapidly being adopted as an educative tool. It has the capacity to be used as part of an e-Learning based classroom or as a space to meet, communicate and collaborate. | ||
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In parallel the '''University of Leicester (UoL) UK developed a''' Learning Innovation Strategy in Second Life manifest as Media Zoo - a research dissemination forum, and a supportive, experimental environment. | In parallel the '''University of Leicester (UoL) UK developed a''' Learning Innovation Strategy in Second Life manifest as Media Zoo - a research dissemination forum, and a supportive, experimental environment. | ||
Leicester’s virtual Media Zoo is hosted by its Beyond Distance Research Alliance (BDRA) bringing together teachers and researchers interested in teaching and learning innovation. Media Zoo workshops, seminars and demonstration activities are carried out within a four-quadrant framework (technologies, pedagogies, markets and missions) based on an e-Learning and pedagogical strategic framework. This underpins the whole Media Zoo concept which visitors can explore just as they would in real-life or online. | Leicester’s virtual Media Zoo is hosted by its Beyond Distance Research Alliance (BDRA) bringing together teachers and researchers interested in teaching and learning innovation. Media Zoo workshops, seminars and demonstration activities are carried out within a four-quadrant framework (technologies, pedagogies, markets and missions) based on an e-Learning and pedagogical strategic framework. This underpins the whole Media Zoo concept which visitors can explore just as they would in real-life or online. | ||
− | <ref> [http:// | + | <ref> [http://en.wikipedia.org/wiki/Linden_Lab http://en.wikipedia.org](23 April 2012), [http://www.apa.org www.apa.org](5 March 2008)</ref> See also: [[Accreditation of Prior Learning (APL)]]}} |
Revision as of 14:53, 22 May 2012
SECOND LIFE |
Second Life is an adapted term that defines the virtual world of an online community who explore, interact, use and create objects though their avatars (online characters). The settings of these online communities can range from popular culture, imagined landscapes, contemporary spaces or historical locations, and paradigms.
Linden Lab, an American Internet company, began developing its online virtual world in 1999, which culminated in its primary product - Second Life – launched in June 2003. This sophisticated, 3-dimensional interactive environment emerged from primitive beginnings in an attempt to engage in a 360° degree virtual experience.Cite error: Closing </ref> missing for <ref> tag See also: Accreditation of Prior Learning (APL) |