While virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real.
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Contributing Organization(s): MacArthur Foundation Digital Media and Learning Initiative, The
Author(s)/Creator(s): Cory Ondrejka
Publishing Date: 2008-01-01
Issue Areas: Children and Youth; Media; Education and Literacy
Ownership/Rights Info: Copyright 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license.
Access this research:
Available at: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.229
Type/Format: Whitepaper
Language code: English
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