Epoq 2.2 New Media:
Using Second Life for Education


TLT Conference 2010 Audience at NC WeBIEE amphitheater
Education is moving rapidly into the virtual space. Virtual high schools and colleges are enrolling thousands of students.
The number of e-learning courses now being taught by colleges and universities around the world in Second Life has grown into the thousands. There are complete courses delivered entirely in SL as well as auxiliary content for hybrid courses and research sites in support of traditional classrooms. Frequently we hear "boring" and "dry" when today's students talk about their experiences in traditional classrooms. These digital natives have been raised on the Internet and interactive games, and they have expectations that are not met entirely by the current "skill and drill" system of learning in a traditional classroom.
  • The virtual world Second Life provides a unique flexible platform for educators interested in distance learning, computer supported cooperative and collaborative work, simulations, faculty and staff development workshops, colloquia and symposia, and new media studies.
    • It's not difficult to create a safe environment to enhance experiential learning, allowing individual students to practice skills, conduct research, simulate the real world, try new ideas, and learn from their mistakes.

    • Teaching and learning in the virtual world can be an international, intercultural experience. Students and educators can work together in Second Life from anywhere in the world as part of this globally networked virtual classroom environment.

    • Most disciplines can imagine teaching spaces for their content in the virtual world. Using Second Life as a supplement to traditional classroom environments provides new opportunities for enriching an existing curriculum.

    Learn more about virtual worlds and Second Life:

  • The names Second Life and Linden Lab, and the hand logo and logotype, are registered trademarks of Linden Research Inc.
    © 2010 Anthony Curtis