A Practical Guide To Using Second Life In Higher Education

A Practical Guide To Using Second Life In Higher Education PDF Author: Savin-Baden, Maggi
Publisher: McGraw-Hill Education (UK)
ISBN: 0335242146
Category : Education
Languages : en
Pages : 224

Book Description
Over the last five years there has been an increasing use of immersive virtual worlds, in particular Second Life, in Higher Education. A Practical Guide to Using Second Life in Higher Education is a pedagogically-informed text that guides staff in the use of Second Life for Higher Education. Although there are currently a growing number of books about Second Life available, much of the focus has been on designing the environment, ways of building and the general ease and use-value of the environment. This book is aimed at those who want to use Second Life for teaching in further and higher education. It provides both an overview and an in-depth stance about aspects of the immersive world for teaching, learning and assessment, as well as suggestions about researching (in) Second Life.

Blogs, Wikipedia, Second Life, and Beyond

Blogs, Wikipedia, Second Life, and Beyond PDF Author: Axel Bruns
Publisher: Peter Lang
ISBN: 9780820488660
Category : Art
Languages : en
Pages : 436

Book Description
Explores our developing participatory online culture, establishing the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. Argues that what is emerging is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collarborative communities: produsage.

Learning and Research in Virtual Worlds

Learning and Research in Virtual Worlds PDF Author: Jeremy Hunsinger
Publisher: Routledge
ISBN: 1135753040
Category : Education
Languages : en
Pages : 176

Book Description
Virtual worlds are places where humans interact, and as such they can be environments for research and learning. However, they are complex and mutable in ways that more controlled and traditional environments are not. Although computer-mediated, virtual worlds are multifaceted social systems like the offline world, and choosing to study virtual world phenomena demands as much consideration for the participants, the environment and the researcher as offline. By exploring virtual worlds as places of research and learning, the international practitioners in this book demonstrate the power of these worlds to replicate and extend our arenas of research and learning. They focus on process and outcomes and consider questions that arise from engaging in teaching and research in these spaces, including new approaches to research ethics, internationalization, localization, and collaboration in virtual worlds. This book was originally published as a special issue of Learning, Media & Technology.

ComMODify

ComMODify PDF Author: Shenja van der Graaf
Publisher: Springer
ISBN: 3319615009
Category : Social Science
Languages : en
Pages : 191

Book Description
This book critically analyses user-firm technology relationships and socioeconomic structures at the crossroads of community and commerce. It investigates businesses that let users participate in platform development on the internet. An empirical study of the online world Second Life is used as an early illustration of the pivotal role of user participation in design, development and sustainability of digital platforms. Van der Graaf sheds light on aspects of the ongoing platformization of the internet and on new norms and mechanisms for user participation which are linked to values of creativity, community and labour. ComMODify makes clear that robust theoretical and empirical investigation of the integration of user participation into mainstream business models and its implications for platform development is key to understanding contemporary businesses like Facebook, that sustain the internet of today. This book will be of interest to those wanting to learn more about the socio-economic implications of user participation associated with user-generated content, particularly within the 3D software and game industry.

The Making of Second Life

The Making of Second Life PDF Author: Wagner James Au
Publisher: Harper Collins
ISBN: 0061747246
Category : Business & Economics
Languages : en
Pages : 0

Book Description
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.

Freedom and Responsibility in Neoplatonist Thought

Freedom and Responsibility in Neoplatonist Thought PDF Author: Ursula Coope
Publisher: Oxford University Press
ISBN: 0192558285
Category : Philosophy
Languages : en
Pages : 288

Book Description
The Neoplatonists have a perfectionist view of freedom: an entity is free to the extent that it succeeds in making itself good. Free entities are wholly in control of themselves—they are self-determining, self-constituting, and self-knowing. Neoplatonist philosophers argue that such freedom is only possible for non-bodily things. The human soul is free insofar as it rises above bodily things and engages in intellection, but when it turns its desires to bodily things, it is drawn under the sway of fate and becomes enslaved. Ursula Coope discusses this notion of freedom and its relation to questions about responsibility. She explains the important role of notions of self-reflexivity in Neoplatonist accounts of both freedom and responsibility. In Part I, Coope sets out the puzzles Neoplatonist philosophers face about freedom and responsibility and explains how these puzzles arise from earlier discussions. Part II explores the metaphysical underpinnings of the Neoplatonist notion of freedom (concentrating especially on the views of Plotinus and Proclus). In what sense, if any, is the ultimate first principle of everything (the One) free? If everything else is under this ultimate first principle, how can anything other than the One be free? What is the connection between freedom and nonbodiliness? Finally, Coope considers in Part III questions about responsibility, arising from this perfectionist view of freedom. Why are human beings responsible for their behaviour, in a way that other animals are not? If we are enslaved when we act viciously, how can we be to blame for our vicious actions and choices?

Virtual Learning Environments: Concepts, Methodologies, Tools and Applications

Virtual Learning Environments: Concepts, Methodologies, Tools and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466600128
Category : Computers
Languages : en
Pages : 1831

Book Description
As the world rapidly moves online, sectors from management, industry, government, and education have broadly begun to virtualize the way people interact and learn. Virtual Learning Environments: Concepts, Methodologies, Tools and Applications is a three-volume compendium of the latest research, case studies, theories, and methodologies within the field of virtual learning environments. As networks get faster, cheaper, safer, and more reliable, their applications grow at a rate that makes it difficult for the typical practitioner to keep abreast. With a wide range of subjects, spanning from authors across the globe and with applications at different levels of education and higher learning, this reference guide serves academics and practitioners alike, indexed and categorized easily for study and application.

Blockchain Fundamentals for Web 3.0

Blockchain Fundamentals for Web 3.0 PDF Author: Mary C. Lacity
Publisher: University of Arkansas Press
ISBN: 1610757904
Category : Computers
Languages : en
Pages : 580

Book Description
Our book explains the movement to establish online trust through the decentralization of value, identity, and data ownership. This movement is part of ‘Web 3.0’, the idea that individuals rather than institutions will control and benefit from online social and economic activities. Blockchain technologies are the digital infrastructure for Web 3.0. While there are many books on blockchains, crypto, and digital assets, we focus on blockchain applications for Web 3.0. Our target audience is students, professionals, and managers who want to learn about the overall Web 3.0 landscape—the investments, the size of markets, major players, and the global reach—as well as the economic and social value of applications. We present applications that use Web 3.0 technologies to unlock value in DeFi, NFTs, supply chains, media, identity, credentials, metaverses, and more. Readers will learn about the underlying technologies, the maturity of Web 3.0 today, and the future of the space from thought-leaders. This textbook is used by undergraduate and graduate Blockchain Fundamentals courses at the University of Arkansas, the University of Wyoming, and other universities around the world. Professors interested in adopting this book for instructional purposes are welcome to contact the authors for supporting instructional materials.

Learning in Virtual Worlds

Learning in Virtual Worlds PDF Author: Sue Gregory
Publisher: Athabasca University Press
ISBN: 177199133X
Category : Education
Languages : en
Pages : 347

Book Description
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a robust body of evidence that illustrates the most effective use of this powerful learning tool. In this authoritative collection, a team of international experts outline the emerging trends and developments in the use of 3D virtual worlds for teaching and learning. They explore aspec ts of learner interaction with virtual worlds, such as user wayfinding in Second Life, communication modes and perceived presence, and accessibility issues for elderly or disabled learners. They also examine advanced technologies that hold potential for the enhancement of learner immersion and discuss best practices in the design and implementation of virtual world-based learning interventions and tasks. By evaluating and documenting different methods, approaches, and strategies, the contributors to Learning in Virtual Worlds offer important information and insight to both scholars and practitioners in the field.
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