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About the Collection
Articles & Journals
Best Practices
Conferences
Curriculum
Connections
Educational
Organizations
Glossary
Machinima
Professional
Development
Research
Second Life
SLCC 2007
Teachers Speak
Wikis & Blogs
Feedback
*Notes: Project Elements*
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Project
Gateways
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Please feel free to participate in the
Metaversed Ltd. Digital
Library wiki
for comments, questions, suggestions, and
discussion.
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NEW!!!
SLCC Education track transcripts now available.
If by any chance you’ve seen last year’s
proceedings, then the first thing you’ll notice
about this volume is the size – almost three times
the size of last year’s.
read more
NECC HIGHLIGHTS
EDUCATION IN SECOND LIFE:
Many of the presentations at NECC this year
featured
read more
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Latest News from THE
Journal: The Teen Grid: Bringing Your School
into Second Life
Second Life, which offers an
virtual world complete with avatars to represent
human visitors, has intrigued some educators
read more |
Global
Kids and the MacArthur Foundation have partnered to announce a new nonprofit
and philanthropic theme for the third annual Second Life Community
Convention
...
read more
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GEOWORLD
The GeoWorlds Project is an innovative integration
of collaborative virtual learning environments and
problem-based pedagogy to engage students in
...
read more
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The first annual Second Life Best Practices Conference
was
held on Saturday, May 26, 2007 on ISTE Island in
Second Life.
read more
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NOAA
has arrived in Second Life, and
they brought all the fun and excitement you have
naturally come to expect from...
read more
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DISCLAIMER: The creator
of this collection is functioning as an agent and
therefore is applying Fair Use Regulations to the
content described herein. Copyright applies to
organization of content only and the creator makes no
claim to ownership of content.
Organization of this content is presented as
Margaret Sheehy's
Final Project,
Digital Libraries -
ILS-655-S71,
Prof. Yan Quan Liu, Ph.D
SCSU 7/2007
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ABOUT THE COLLECTION
ABOUT THE COLLECTION
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Rationale
-
About Second Life
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Collection
organizer information....
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Collection
Policy...
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Mission
and Scope
...
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Contact
information...
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Resource terms
of use
-
Persistance...
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Search Engine
-
Notes on
Project Elements
PLEASE
NOTE: Hyperlinks to some resources may take you outside of this
collection and you will need to use the "back" button on your browser to
navigate back..
1. Rationale...
Virtual simulations, multi-user virtual environments,
role-playing games, discussion boards, instant
messaging, and shared spaces are all infused into our
students’ culture. These must then be considered viable
tools to foster student learning. Due to the digitized
delivery and students' generally positive response to
technology-based instruction educators are starting to
realize the need to teach this generation with the tools
of this generation. Most educators are familiar with the
world-to-the-desktop interface that computers provide,
enabling users to access resources, experts,
collaboration, and communities of practice. The
multi-user virtual environment is a different type of
interface, in which participants interact with
computer-based agents and artifacts. These environments
are psychologically immersive in ways that the
world-to-the-desktop interface is not. Virtual
environments and augmented realities create a sense of
sensory and physical immersion resulting in one’s
feeling “inside” an environment. Today, most multiplayer
virtual environments are games. (1)
2. About
Second Life and Education:
What is
Second Life?
Second Life is a unique three-dimensional virtual world
that has been constructed by users through modeling tools, a scripting language,
and a functioning economy with a virtual real estate market. When compared to
other platforms, it is unique in the ease of use, especially for content and
scripting tools for interactive objects. Educators are now purchasing and
designing virtual learning spaces
in Second Life that will enable students to demonstrate knowledge and
explore concepts while using technology in a meaningful way. The virtual
platform is an immersive environment that allows for authentic contexts,
activities, and assessment. It also supports mentoring and apprenticeships in
communities of practice. The result is a powerful pedagogy that allows for
engagement and potent, extended experiences with problems and contexts similar
to the real world. Active learning based on immersive experience (real or
simulated) that includes frequent opportunities for reflection is both engaging
and effective for a broad spectrum of students. (2)
Teen Second Life...Teen Second
Life is an international gathering place for teens 13-17
to make friends and to play, learn and create. In Second
Life, teens can create and customize a digital self
called an "avatar," fly through an ever-changing 3D
landscape, chat and socialize with other teens from all
over the world, and build anything from skyscrapers to
virtual vehicles. It’s more than a videogame and much
more than an Internet chat program – it’s a boundless
world of surprise and adventure that encourages teens to
work together and use their imaginations. While there is
no charge to have an account in SL, the program must be
downloaded and installed on a computer. Over 40,000
avatars are currently created in Teen Second Life.
Many people might compare Second Life to a video game since it
shares many attributes in its look and feel, however it is not a game in the
traditional sense in that there are no goals, strategies
or objectives like video games; rather this online environment offers a
creative playground to build, interact and learn from other users/residents.
\
Back to Top
Who Makes Second
Life?
Second Life is developed by
Linden Lab, a company
founded in 1999 and based in San Francisco. Linden Lab provides the technology
but the Second Life residents themselves are the ones
who really help shape the world and make it unique.(3)
Who is Teen Second
Life for?
Created for a
global community of teens aged 13-17. Only teens between
the ages of 13 and 17 are allowed in (there is a
separate version of Second Life for adults) so other
than Linden Lab’s staff, Linden Liaisons, who are there
to make Teen Second Life a safe and pleasant place to
be, teens will interact with other teens their own age.
Occasionally Linden Lab may bring in teachers for
special educational projects as well. (3)
Second Life provides a
unique and flexible environment for
educators interested in distance learning,
computer supported cooperative work,
simulation, new media studies, and corporate
training.
Second Life provides an
opportunity to use simulation in a safe
environment to enhance experiential
learning, allowing individuals to practice
skills, try new ideas, and learn from their
mistakes. The ability to prepare for similar
real-world experiences by using Second Life
as a simulation has unlimited potential!
Students and Educators can
work together in Second Life from anywhere
in the world as part of a globally networked
virtual classroom environment. Using Second
Life as a supplement to traditional
classroom environments also provides new
opportunities for enriching an existing
curriculum. Many universities and
educational institutions are already using
Second Life, and you can find an updated
list of them
here.
There are many options for
Educators looking to explore and create
learning spaces in Second Life. Here is a
comprehensive list of resources to help you
get started. (4)
Back to Top
The MetaVersEd Ltd. Digital
Library Collection is being organized by
Margaret (Peggy) Sheehy as her final project
for her Digital
Library Class,
Professor Yan Liu, ILS-655-S70-S71, Summer
2007, Southern Connecticut State University.
The digital organization is arranged for the
most part according to content topic and
applicable projects.
Margaret Sheehy received a BS in Musical
Performance and Education from
Empire State College.
She began teaching in 1997 at
Mt. Sinai Elementary School in Mt. Sinai, New York and
was also a district technology trainer. After receiving
her Master’s Degree in Educational Technology from
Stony
Brook University, she became an advocate for technology
in education, and presented her ideas and experiences at
technology conferences and workshops throughout the
North East. She received the Technology Teacher of the
Year for two consecutive years from
ASSET,
(Association
of Suffolk County Supervisors for Educational
Technology) where she presented "Tomorrow's Classroom
Today".
In 2001,
Ms. Sheehy moved to Greenville, SC where she taught at
Stone
Academy of Communication Arts.
There she attended the
University of South Carolina at Columbia to begin her
MLIS.
Ms. Sheehy is currently continuing her studies in
the
MLS program at Southern Connecticut State
University. While in Greenville, she served as a
district technology curriculum developer and teacher
trainer and continued to facilitate workshops and give
presentations on technology in education and 21st
century literacy. She helped design
Greenville County’s
Technology Plan. In 2002 she was named Teacher of the
Year at Stone Academy.
In
2003, she returned to the New York area and serves as
ITF/ Media Specialist at Suffern Middle School.
Very
active in the district’s teacher technology training
program, she is a fierce advocate for the
meaningful infusion of technology in education and in
2006 established an educational presence for her
district in
Teen Second Life: Ramapo Islands.
After
great success with the first group of 400 8th
grade students, Ramapo will serve over 1000 students in 2007.
Her latest
venture,
MetaVersEd Consulting Ltd., supports the
proposal, design, acquisition, and implementation of
education in MUVEs. Ms. Sheehy believes that engagement,
edutainment, and the authentic applications of 21st
Century technology in education is paramount to
preparing our students for success in the “flatter”
world.
Back to Top
4.
Collection Policy
The collection favors materials that
meet the goals of the MetaVersEd Ltd. collection and are
well-documented, easy to use, fully operational,
motivational for learners, pedagogically effective,
scientifically accurate, and that
foster mastery of significant
understandings or skills. The collection
provides access to a broad range of K-12 education in
Teen Second Life education materials, such as:
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Educational materials
- case studies, homework exercises, tutorials, guided
inquiry sets, lesson plans, syllabi, classroom
activities, curricula, modules, field trips, problem
sets
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Assessment and pedagogical
materials - exams, quizzes,
questionnaires, self-assessments, learning and
teaching techniques and educational research, etc.
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Research materials
- journal articles, summaries, abstracts, arguments,
theses, policies, indices, etc.
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Data - Any
available data corresponding to efficacy
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Annotations
- comments, reviews, teaching tips, ideas for use,
additional resource content
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Collections
- collections of educational materials, annotations
and news and opportunities organized around a topic or
theme
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News and opportunities
- information on grants, conferences, workshops,
professional development, opportunities, etc.
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Tools -
software or applications for interacting, accessing,
manipulating or viewing, converters, models and
simulations
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Generic objects of value
- frequently asked questions (FAQ's), name-value pairs
like glossary terms
Back to Top The format of the materials can be text,
audio, animation, video, graphical (drawings and
diagrams), tabular, visual (including photographic),
virtual or real. This collection policy applies to both
individual resources and to collections of resources.
I have endeavored
to preserve and disseminate related content in the following manners:
The material is hosted here, and
MetaVersEd Ltd. Digital
Library Collection intends to keep the
intellectual content of the material available on a permanent basis.
SThe
material resides here, but
MetaVersEd Ltd. Digital Library Collection has not (yet) made
the level of commitment to keeping it available that it has for "archived"
materials.
A copy of material residing elsewhere is hosted here, and
MetaVersEd Ltd. Digital
Library Collection
makes no commitment to archiving. Also, an institution other than
MetaVersEd Ltd. Digital
Library Collection has primary responsibility for the content and its maintenance.
Mir
The material is hosted elsewhere and
MetaVersEd Ltd. Digital
Library Collection points to it at that
location. Therefore MetaVersEd
Ltd. Digital Library Collection has no control over the information. Linked
Back to Top
The mission of the MetaVersEd Ltd. Digital
Library is to freely support the educational and research objectives of the
Second Life K-12 teaching community by collecting and providing
access to materials in a variety of print and digitized formats.
Selection is limited in its subject scope to those materials that
apply to K-12 education on the Teen Grid of Second Life. This may include
but not be limited to:
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academic articles and journal entries
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curriculum and lesson plans
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tutorials
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news features
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machinima (movies created in the
virtual world)
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video
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images
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conference notes
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blogs and wikis
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podcasts
-
research
-
communications (list-serves, email, IM
and chat logs)
-
digitized print materials
Wherever possible,
permissions have been obtained for use in this
collection. (see copyright and permissions page.)
Some resources have been transferred to this collection
in their original digitized format, while others have
been digitized for use in this collection. The
primary purpose of this collection is to create a
resource for the expedition of information relating to
K-12 education using Second Life as well as to preserve
a record of the evolution of this developing
pedagogy. Although there are many
college and university presences on the Main Grid of
Second Life, we have refined our collection to those
topics as they relate to K-12 virtual Education in
Second Life.
6.
Contact information
Margaret Sheehy is responsible for the
organization of this collection and should be contacted
about any broken links, usability issues or inaccuracies
contained herein.
HERE is a link to a complete
contact page.
Email:
classacteach@optonline.net
Back to Top
7.
Copyright Policy or Resource terms of use
The
collection being created is gathered content as well as
directly developed resource content. The resource terms
of use or copyright is being determined for each
resource in the collection according to
the
fair use exemption of the U.S. Copyright Law
and have been
prepared according to the multimedia fair use guidelines
and are restricted from further use.
Each metadata record in
the collection attempts to describe the terms of use or
copyright of each resource individually. If the
copyright cannot be readily determined, the metadata
record says copyright or terms of use information is
unknown. The resources themselves should be directly
consulted for the most up-to-date and accurate
information. (m
I have also endeavored to
adhere to the conditions of
The
Creative Commons License which states
that, "You are free:
Under the following conditions:
Attribution.
You must
attribute the work in the manner specified by the
author or licensor (but not in any way that
suggests that they endorse you or your use of the
work).
Noncommercial.
You may not use this work for commercial purposes.
Share Alike. If
you alter, transform, or build upon this work, you
may distribute the resulting work only under the
same or similar license to this one. For any reuse or distribution,
you must make clear to others the license terms of
this work. The best way to do this is with a link
to this web page.
Any of the above conditions can
be waived if you get permission from the copyright
holder.
Nothing in this license impairs
or restricts the author's moral rights.
Back to Top 8.
Persistence
Although the current collection is but a
beginning and many more resources will be added, it is intended to become a
permanent one with free access to all, and to grow according to use and available
funding resources. Metaversed Ltd. will seek grants
and awards to support its continued development, and
availibility. If no funding becomes
available to maintain and extend the collection,
Metaversed Ltd.
will assume responsibility for the access and
availability of its present incarnation.
Back to
Top
9. Search Information
Website search technology courtesy FreeFind
After much investigation concerning compatibility with my HTML editor as
well as my hosting site, I have opted to use the FreeFind
metadata search engine.
(Read more...)
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Sources:
1. D. Oblinger, "Digital games
have the potential to bring play back to the learning
experience," in Educause Quarterly, http://www.educause.edu/apps/eq/eqm06/eqm0630.asp
2. C. Dede, “Planning for Neo-Millennial Learning
Styles: Implications for Investment in Technology and
Faculty,” in Educating the Net Generation, D. G. and J.
L. Oblinger, eds. (Boulder, Colo.: EDUCAUSE, 2005),
.
3.
Second
Life Official Website
4.
Linden Lab
Website
5. DLESE Collection Scope and Policy Statement
April 2004
Available at
http://www.dlese.org/documents/policy/CollectionsScope_final.html
Last accessed July 12, 2007.
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