Saturday, April 5, 2008

Second Life - Continuation

Hey everyone, I greatly appreciate the feedback on Second Life and I wanted to offer this website which essentially gathers resources on Second Life including links and references for the many different ways Second Life enhances educational learning experiences. The function of simulations like second life should not replace the standard curriculum for teachers, but the simulation may be effective for certain subjects; promoting an aesthetic appeal for students in an otherwise dull classroom environment. I also want to note that not every classroom environment is dull or that the teacher is dull; moreover, education curriculum requires an overhaul of some kind to address the challenges of teaching the gamer generation.

http://sleducation.wikispaces.com/educationaluses

One of my favorite examples includes the creation of Virtual Morocco to hep teach students about the culture and unique travel aspects of the country. The application of second life to any educational topic remains limitless. Suppose a teacher wanted to create, Fraction Land, to help students create a world where fractions constitute the prices and amounts of goods and services so they get an idea of how to conceptualize fractions in a digital medium. Every student creates an avatar that lives and purchases items at any store and problems may be setup by the customer and clerk to propose a hypothesis and solution. This interactivity allows students to understand the function of math in a virtual setting that applies to real life situations.

Again, the context of the learning environment remains the key for second life to enhance the learning experience for students. Training students to work on cadavers in a virtual setting to help in medical school may not be the best use of second life but training medical students to use precision tools through learning simulations may be an invaluable asset. The function of simulations such as second life do not replace the instructional design, only adjust the design parameters to include digital forums of discussion and creativity.

Second Life in Education (n.d.) Educational Uses of Second Life. Retrieved April 5, 2008, from Wikispaces: http://sleducation.wikispaces.com/educationaluses

2 comments:

Jiao Li said...

Hi Ben,

I like your words that simulation promote "an aesthetic appeal for students".

And you are right, "not every classroom environment is dull or the teacher is dull". And I think, if the teacher himself/herself is dull, he/she might not be able to integrate games into the classroom.

I mean the dull teacher might not have the sufficient knowledge of how to implement the game in class, or he/she just doesn't realize the classroom is dull and needs something innovative to change the dull status.

Therefore, I think, in order to innovate the traditional classroom approaches, the first thing is to have innovative teachers. The teacher's perspective strongly influences the way of teaching and learning.

Thanks for your deep reflection on the issue of simulation. It helps me to look deeper on this issue as well :)

Best, Jiao

Garnette Knapp said...

Hi Ben,

I appreciate the further explanation of how Second Life has educational applications. Your idea of "Fraction Land" sounds like a wonderful way to get kids engaged. What a wonderful way to immerse students in culture too.

There are some applications for Zhuo and Jiao in their studies of ELL's.

Thanks, Ben!

:) Garnette