Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

April 21, 2008

BGSU Celebrates its Virtual Campus/Earth Day


The Bowling Green State University virtual campus in Second Life is celebrating its first birthday in conjunction with an Earth Day celebration in the virtual world on Tuesday, April 22 at 6:30 - 8:30pm EST.

The festivities will include poetry readings, art exhibition openings, live music by BGSU student DJs, with the evening culminating with a "Save the Virtual Island" scavenger hunt. The event will take place on the Bowling Green State virtual campus in Second Life and simultaneously presented in the lobby of the Bowen Thompson Student Union.

The Birth/Earth day celebration will begin with an Open Mic poetry reading at the BGSU Writing Center in Second Life. Students, faculty and staff are invited to "step up to the mic" at the Bowen-Thompson Student Union, where their words will be broadcast into Second Life. The BGSU Virtual Campus is also proud to host an amazing art installation by Jeff Lovett from Ohio University.

A special Earth Day scavenger hunt on the BGSU Virtual Campus will also accompany the festivities, beginning promptly at 7:30pm EST. Avatars will compete in a quest to find information on how to help combat global climate change. The first three avatars to find all the clues will be awarded prizes in Linden dollars. Participants will face simulated elements of climate change and environmental disaster that will be both challenging and thought provoking.

To visit BGSU Virtual Campus, click here.

To find out more about how to get a free Second Life avatar, visit Second Life

October 24, 2007

Sarah Robbins (Intellagirl) Speaks at TechTrends Series


Sarah Robbins (aka - Intellagirl), prompted the BGSU Tech Trends Series audience, "The world is changing… are you ready? Are your students ready?"

After presenting a multitude of recent statistics on the technology use habits of 18-22 year olds, Robbins explained how the numbers simply represent symptoms of a larger issue – young people want to express themselves and communicate with others, which all too often ends at the classroom door.

Her remedy for bridging this chasm is to determine what faculty need to know and be able to do in this new, changing world. She suggests that an instructor’s technological expertise should be “somewhere between (knowing) everything and nothing” – enough so faculty can help build a bridge from the place where students are interested and engaged to where they need to go, educationally.

Her overall message centered on three approaches to reach current (and especially future) students:
  1. Second Life – a MUVE, or multi-user virtual environment (not an online game, since there are no game mechanics and no goals assigned; instead, each individual must figure out what to do and has free reign within certain boundaries.
  2. Social Networks – (e.g., Facebook, Ning) where communities are built around common interests, including trends, culture, ideas, events, ideas, and creations.
  3. Contributed/remixed content sites – (e.g., YouTube, Flickr, blogs, wikis) where students can collaborate, create, contribute, and critique – with text, audio, and/or images.
Benefits of these three approaches include:
  • Collaboration
  • Creativity
  • Authenticity
  • Community -- around the content; they try much harder – “recreate it for the web”
  • Engagement – students are engaged in participatory explorations
  • Social
  • Local/Global – local issue becomes global and vice versa
  • Immediate – instant experiences; questions researched and answered quickly
  • Participatory -- not just a consumer; students become knowledge creators/synthesizers
Robbins is known to some for her often-publicized, academic exercise where students were asked to portray Kool-Aid people and mill around various Second Life spaces to experience diversity, crowd mentality, exclusion, and discrimination. She explained that because most of her Ball State University (Indiana) students never felt excluded or discriminated against, the “Kool-Aid man experience” was the best way to get them to quickly and easily understand a previously foreign concept.

So how did the students react to this new (and strangely unique) exercise? Robbins said many of them expressed they felt safe because they were in a group who were like themselves; had they been alone, “it would have been worse.” In other words, within five minutes, students learned complex, experiential concepts that were only marginally successful during a 50-minute, face-to-face class.

Robbins shared several other educational uses and applications of Second Life:
  • Chat text from each student can be exported, saved, analyzed
  • Group IM (instant messaging) – allows a lifeline when out interviewing others in SL (like an expert or advisor in an earpiece)
  • Translating metaphorical ideas
  • Role Playing
  • Building, testing, synthesizing theoretical models (e.g., customer traffic flow, chemical molecules)
  • Recreate works from literature to build understanding (e.g., Dante’s levels of hell, science fiction/fantasy recreations or interpretations)
  • Critique and parody
  • Sharing and presenting works to hundreds, rather than only the instructor or single class
  • Student-generated schizophrenia simulator
  • Her students were treated as co-researchers
Robbins closed by emphasizing the need to find and use technologies that meet the needs and goals of the course and your comfort level – not all tools are for everyone or every purpose, just because they are popular or novel. And with that, we’ll close with a few questions about your thoughts… What do YOU think?


How have you used Second Life or other "connecting" tools to engage students? What are your thoughts on teaching/learning in Second Life? (concerns, questions, success stories, ideas, etc.) ...Click on the COMMENTS link below to get started!




For more information:

Intellagirl Website

Sarah Robbins' Ubernoggin Blog

Second Life

(Search for Article) Professor Avatar: In the digital universe of Second Life, classroom instruction also takes on a new personality (from The Chronicle of Higher Ed – September 21, 2007)


June 14, 2007

The UC Second Life Wiki


The UC Second Life Wiki
provides a valuable resource for any educator or student who plans to utilize Second Life as a teaching and learning tool. Second Life is a popular persistent online virtual “world” where users from around the globe can explore digital environments and interact with other users. More and more institutions of higher education are using Second Life to create unique virtual learning experiences. The UC Wiki provides essays of experiences from others, FAQ's, tutorials and numerous other audio and video resources.


Do you have a Second Life Account? Have you used the program for teaching in any way? How? Any resources that you would like to share regarding Second Life?...Click on the COMMENTS link below to get started!


May 25, 2007

Learning and Teaching in Second Life


The Center would like to thank Anthony Fontana and the wide range of faculty and staff who attended our first Second Life workshop. The workshop focused on the teaching and learning possibilities in the online virtual world called Second Life. The enthusiasm and questions generated will provide momentum as the University continues to explore the possibilities of Second Life as a environment for learning.

Over 20 interested BGSU community members attended yesterday's discussion, sharing both possibilities and concerns associated with using a virtual environment in the classroom. The Center is offering "open lab" times today from 10-12pm and 2-4pm; additionally we encourage anyone to make an appointment for a one-on-one Second Life consultation. The Center is currently planning additional SL workshops, discussions and "open lab" times for the summer and fall semesters.


In case you missed yesterday's event, here are some of the highlights:
  • The artistic and community aspects of Second Life were briefly discussed.
  • Existing educational endeavors in Second Life were explored.
  • Issues with research in Second Life were considered and discussed at length.
  • The BGSU "island" in Second Life was revealed, and the possibilities surrounding its use by the BGSU community of educators and students was explored.

Workshop times include:
* Open Lab, Friday, May 25th, 10 a.m. - 12 p.m.
* Open Lab, Friday, May 25th, 2 p.m. - 4 p.m.


For those who attended the seminar, what are the most promising educational uses for Second Life? What concerns or suggestions do you have regarding Second Life? Do you have any helpful tips or experiences to share with other people that have just started exploring the "Wild West" a.k.a. Second Life?
Click on the COMMENTS link below to get started!