What I want to research is the impacts of games like Second Life on college campuses and how it can help with students. The topic of my study of virtual worlds like Second Life and its impacts in an educational field like schools and colleges can further help students who can participate in a virtual setting within an educational sphere created by the school. The recent use of Second Life by colleges around the world has brought up the idea of using it as a platform to teach and educate students who can easily associate and immerse themselves in online gaming. It provides a greater educational opportunity for students on a virtual campus that is both a learning environment and promotes educational benefits.
Using
Splicing real life images and the views we can see in second life can help students or incoming students better associate and learn more about the college itself. The campus itself can be viewed in either real life or participating in Second Life and become a resident who can roam around and still be able to understand the layout and where to find help about anything in the school. The free roaming and the lack of set goals in this game gives the ideal environment for anyone to learn easily and at their own pace using their own imagination to immerse themselves in a world based on reality but without restrictions.
1 comment:
Ok, this is a good start. One point of clarification, though, is Second Life really a game? There are some very good arguments against this view. Maybe "virtual world" is a better description. Also, you haven't posted any bibliographic materials. There are things we're reading in this course, but I also expect you to look at additional materials. I've got lots of info and resources about Second Life, so come by and I can give them to you to look at before you submit your revised proposal.
S
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