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Innovation in education

Innovation in education. Introduction Achievable goals Collaboration within Second Life Development Stages and Process Development Costs Events and Community Workshop Activity. “50% of people change sex in Second Life” “And 6% become a squirrel”.

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Innovation in education

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  1. Innovation in education

  2. Introduction • Achievable goals • Collaboration within Second Life • Development Stages and Process • Development Costs • Events and Community • Workshop Activity “50% of people change sex in Second Life” “And 6% become a squirrel”

  3. What’s achievable within Second Life • Use SL as a medium for distance learning and collaboration • Showcase E-Learning initiatives, portfolio Learning strategies • Role-play assessment scenarios • Data visualisation and interactive activities • Powerful communication with traditional web • Build communities between academics situated within SL • Research and experimentation within Virtual 3D Environments

  4. Collaboration • Collaboration isn’t easily achieved via other platforms, SL allows; • Synchronous communication • Shared real-time experience • Research opportunities • Shared goals and objectives • Community • Built around ideas, brands, interests, customers • Brings people together; multicultural • No interpretation, ethnicity, race disability

  5. Development Stages • Feasibility of concept • Design • Acquiring Virtual Land • Terraforming • Modeling • Texturing • Scripting (Linden Scripting Language) • Advertising

  6. Development Process • Re-texture, rotate, stretch, cut • Add lighting effects • Set permissions • Embed scripts into objects using LSL • $L10 to upload a image file Users keep the Intellectual Property rights to any objects they create

  7. Costs; Owning Virtual Land Basic accounts are Free Premium : $9.95 per month • Need Land for any type of large project • 50% Reduction for academics (£600-800 Entire region) • Limited amount of objects can be stored in a particular area

  8. Communities and Events • Importance of awareness • Integration with web Technologies (forums, wiki’s) • Scheduled Events, classes, conferences, activities • Giving people reasons to use Second Life • Be proactive, meet, share, explore!

  9. Workshop Activity • Create your own Second Life Island • What would it look like? • What can your visitors expect to find? • What functionality would you include on the island? • How do you maximise returning customers? • With your provided flip chat and pen as a group sketch out your island design. • Remember to be creative and innovative, because lets be honest avatars don’t like to be bored!

  10. Contact Details Andrew Jinman:- Immersive Learning Producer Andrew.Jinman@twofour.co.uk SL Avatar:- Jiz Source James Abraham:- Producer/New Media Planner James.Abraham@twofour.co.uk SL Avatar:- Jimmer Beck

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