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10/1/2008
Educators are looking to virtual environments such as Second Life for their education potential. Here's a primer to help you bridge from the real to the virtual world.
Second Life is an internet-based virtual world created by Linden Labs and populated by over a million
subscribers, or Residents, who interact in ways that mimic–and go beyond-- the real world, using easyto-
learn scripting tools. Linden Labs provides the environment, or Main Grid, and Residents build the infrastructure.
Once an individual has established a Second Life account and created an alter ego (or avatar),
he or she is free to roam this digital world and engage with other Residents in a vast array of activities
and scenarios, such as learning to sail, touring London, or joining a support group.
Second Life resembles an online video game, but a growing number of K-12 educators have begun to exploit its teaching potential by using it themselves and encouraging students to create their own learning activities. Teachers worldwide collaborate in real-time professional development to sharpen their practice. Teachers are also using virtual worlds to engage students in lessons about design, mathematics, IT literacy, social skills, and collaboration. Educational organizations are showing up in Second Life. The National Oceanographic and Atmospheric Administration, NASA, and The Exploratorium Museum are among the many organizations that have created sophisticated settings for discussion, presentations, group projects, and exploration in Second Life.
Register at the Second Life website. Sign up is free, although certain services, such as upgrading your avatar's clothing, are fee-based and require using Second Life's virtual currency called Linden Dollars. Vendors interested in developing an island, or meeting space, will need to buy or lease an area, pay a monthly fee, and then assign staff members to design and build the virtual infrastructure, and to create and manage ongoing events.