Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Saturday, December 6, 2008

SL in the Classroom and Constructivist Teaching Methods


Jeremy Koester, an eighth-grade math teacher at Alamo Heights Junior School in San Antonia, Texas, uses technology in his classes and is exploring ways to use Second Life as a distance education environment. Koester, also a graduate student in the Instructional Technology program at the University of Texas at San Antonio, is working toward the immersive opportunities of gaming in SL for his students.

In an interview with TechTrends reporter Joe Landsberger, Koester indicated that SL “provides an opportunity for constructivist applications. Students can model and share their prior knowledge, learn from other learners and show proficiency through physical representation and collaboration” (p. 3).

Constructivist teaching methods have been used for many decades in the classroom and they allow for students to actively engage in the construction of knowledge rather than passively receiving it. For example, students form a study group when they have a difficult and confusing textbook. As they help each other, they are able to better interrupt and understand the book in way that they cannot do on an individual basis. This type of learning that focuses on how people work together reflects a social constructivism perspective (Ormrod, 2008).

Landsberger, J. (2007, July/August). Learning by design: An interview with Jeremy Koester. TechTrends, 51, 4.

Ormrod, J.E. (2008). Human Learning (5th ed.). New Jersey: Pearson Education, Inc.

Tuesday, November 4, 2008

Second Life and businesses

Summary of Second Life used for Business

More than 10 years ago it was though that Instant Messaging would only be used to socialize with friends and family, however it is now commonly used in everyday work activities between coworkers and customers to quickly communicate.

Just like Instant Messaging, SL is gaining popularity in the business sector by offering real-time meetings without leaving the office, employee training sessions and simulations, recorded teamwork efforts and product feedback from clients.

Statistics show significant growth among SL monthly user hours, which grew from an average of less than 20 hours in early 2006 to more than 100 hours in summer 2008 (Second Life Economy Graphs).

SL can offer inexpensive business alternatives in a fun, engaging environment for company employees and customers.
To learn more about Second Life, visit its website at: http://www.secondlife.com