The use of Second Life by colleges around the world creates a virtual campus usually on an island and is an ideal medium to reach out to a generation and society that is surrounded by computers and online play. The virtual world allows players to have a fantasy like environment where you can play as whoever you want and build whatever you choose, perfect for students who can join and learn more about a college that they no longer have to travel to see. The world allow schools to project the image they desire for students to be in a familiar environment like at home and still be able to visit the college and see and learn about it before they attend.
What I want to research is the impacts of programs 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 Purchase College’s existing virtual island in Second Life itself, I will look at the current outline and layout of the school and try to help add to it to better help create a more interactive and larger game play for students. Using tools from images recorded from Second Life, I plan to create a video with images of real life and a virtual Purchase College Campus to introduce an online tour guide of the campus itself which can be used later on to help students who want to take a look at the college without having to come here.
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 virtual world 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.
Bibliography:
-Balkin, Jack M., and Beth Simone Noveck, eds. The State of Play : Law, Games, and Virtual Worlds. New York: New York UP, 2006.
-Bans, Lauren. "Same Shit, Different World." Bitch - Feminist Response to Pop Culture Spring 2008: 56-60.
-Boellstorff, Tom. Coming of Age in Second Life : An Anthropologist Explores the Virtually Human. New York: Princeton UP, 2008.
-David, Antonacci M., and Nellie Modaress. "Second Life: The Educational Possibilities of a Massively Multiplayer Virtual World (MMVW)." 28 Sept. 2008 .
-"SLED® Blog." Linden Research. .
-Wright, Theodore. "Second Life as a Virtual Learning Environment." SecondLife Education. 17 Sept. 2008. 28 Sept. 2008.
-Antonacci, Dave, Salli DiBartolo, Nancy Edwards, Karen Fritch, Barbara McMullen, and Rick Murch-Shafer. "The Power of Virtual Worlds." Angel Learning White Paper July 2008: 1-8.
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1 comment:
Ok, this is better!
Now, let's get more clear and focused. Do you want to research and advocate for Purchase College's use of Second Life or something broader? My sense is that a project on how SL is being used at Purchase and how it could be used better would be a great project. You could do exploration in the world, as well as research on teaching there, and you could possibly interview faculty and students who've used it.
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