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Second Life Application and Its Potential for Higher Education, K-12 Educators, Trainers and Librarians, Part 2
PROCEEDINGS

, , New York Institute of Technology, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, Nevada, USA ISBN 978-1-880094-66-2 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

SL (http://slife.com, abbreviated SL) is a three-dimensional virtual environment introduced by the Linden Lab Company in 2003. Linden provides “islands” in a virtual world. All objects, buildings and activities on these islands were built by their users, often called “residents.” Users can socialize in SL through their customized motional avatars with voice and text chat features. More and more higher education, non-profit organizations and corporations have established their presence on SL. The purpose of this symposium is to introduce the features and pros and cons of SL in teaching and learning through case studies and literature review. The symposium includes seven papers focusing on SL’s application in the following domains: higher education, K-12 education, corporations, and libraries. The target audience of this symposium including higher education professionals (e.g., hybrid and online educators), K-12 teachers, librarians and trainers who are interested in learning the nature of SL and exploring ways SL can benefit learners in their organizations.

Citation

Wang, S.K. & Hsu, H.Y. (2008). Second Life Application and Its Potential for Higher Education, K-12 Educators, Trainers and Librarians, Part 2. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn 2008--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1354-1358). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved January 26, 2020 from .

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