Friday, March 4, 2011

Second Life (SL) is a virtual world developed by Linden Lab launched on June 23, 2003, and is accessible on the Internet. A free client program called the Viewer enables its users, called Residents, to interact with each other through avatars. Residents can explore, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world (which residents refer to as "the grid"). Second Life is intended for people aged 16 and over, and as of 2011 has more than 20 million registered user accounts.

Built into the software is a three-dimensional modeling tool based around simple geometric shapes that allows a resident to build virtual objects. This can be used in combination with the Linden Scripting Language which can be used to add functionality to objects. More complex three-dimensional sculpted prims (colloquially known as "sculpties"), textures for clothing or other objects, and animations and gestures can be created using external software. The Second Life Terms of Service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions.

There are over one hundred regions used for educational purposes covering subjects such as chemistry and English. Instructors and researchers in Second Life favor it because it is more personal than traditional distance learning. Research has uncovered development, teaching and/or learning activities which use Second Life in over 80 percent of UK universities. At least 300 universities around the world teach courses or conduct research in SL. New educational institutions have also emerged that operate exclusively within Second Life, taking advantage of the platform to deliver content to a world wide audience at low cost.
Language learning is the most widespread type of education in virtual worlds, with many universities, mainstream language institutes and private language schools using 3D virtual environments to support language learning.

Constructivist approaches

3D virtual worlds are often used for constructivist learning because of the opportunities for learners to explore, collaborate and be immersed within an environment of their choice. Some virtual worlds allow users to build objects and to change the appearance of their avatar and of their surroundings. Constructivist approaches such as task-based learning and Dogme are applied to virtual world language learning because of the scope for learners to socially co-construct knowledge, in spheres of particular relevance to the learner.

Task-based language learning

Task-based language learning (TBL) focuses on the use of authentic language and encourages students to do real life tasks using the language being learned. Tasks can be highly transactional, where the student is carrying out everyday tasks such as visiting the doctor at the Chinese island of Monash University (in Second Life). Incidental knowledge (about the medical system in China) can also be gained through such immersive TBL. Other tasks may focus on more interactional language, such as ones that involve more social activities or interviews within a virtual world.


Some useful links with tips and recommendations on how to use Second Life for educational purpose:

English Literature in Second Life: http://literaturealive.blogspot.com/

Chemistry in Second Life: http://slusage.com/chemistry.asp

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