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Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life

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DOI: 10.4018/978-1-60960-195-9.ch116|
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MLA

DeMers, Michael N. "Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life." Gaming and Simulations: Concepts, Methodologies, Tools and Applications. IGI Global, 2011. 256-272. Web. 18 Dec. 2014. doi:10.4018/978-1-60960-195-9.ch116

APA

DeMers, M. N. (2011). Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life. In Gaming and Simulations: Concepts, Methodologies, Tools and Applications (pp. 256-272). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-195-9.ch116

Chicago

DeMers, Michael N. "Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life." In Gaming and Simulations: Concepts, Methodologies, Tools and Applications, 256-272 (2011), accessed December 18, 2014. doi:10.4018/978-1-60960-195-9.ch116

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Abstract

Worldwide, educators are experimenting with the myriad possibilities that Second Life and other multi-user virtual environments (MUVEs) provide for teaching and learning for online courses. Some find the ability to collaborate enhanced, others see the social presence improved, more acknowledge the ease of employing role play intriguing, and a few have employed highly complex simulations as means of delivering complex material. The ability of educators to develop, test, and effectively deliver meaningful educational content within virtual worlds is often limited by the rather steep learning curve such environments present. This chapter provides first a set of basic guidelines for preparing instructors for an incremental approach to content delivery and predisposes learners for successful implementation and performance. Second, using examples from the discipline of geography, specifically my subspecialty of geographic information systems (GIS), it describes the use of some basic tools contained within Second Life for creation of active course content through small learning objects. Finally, it demonstrates real-world examples of such in-world learning objects from a laboratory-based course to illustrate how traditional course content can be transformed to hands-on exercises in the virtual environment.
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Introduction

Since its inception in 2003, Second Life, a 3-D multi-user virtual environment (MUVE) created and operated by the Linden Laboratories in San Francisco, California has had, as one of its objectives, the application of this emerging technology as a tool for education (Atkinson, 2008). Unlike traditional massively multiplayer online role-playing game (MMORPG) worlds, Second Life is a free-form virtual world where content, context, and experience are all formed at-will rather than being controlled by a preset mission or objective created by the game publisher (Livingstone & Kemp, 2008; Pence 2008). The world of Second Life is composed of sims (simulations) of nearly endless variety from historical places, to art museums, clubs, natural areas, and many more (Berge, 2008). This variety continues to grow as the residents of Second Life, including those involved in education, continue to produce simulations of chemical molecules, functioning human systems, medical and research laboratories, genetics experiments, planets, ballets, psycho-analysis facilities (Yellowlees & Cook, 2006), crime scene investigations, and literally thousands of others (Figure 1).

Figure 1.

Red Square in Second Life is just one of thousands of well designed and detailed simulations in which one can immerse one’s students

While the potential is there to teach nearly any subject in virtual worlds such as Second Life, that potential is seldom realized (Hargis 2008). This is partly due to the time commitment necessary to produce simulations, partly due to a lack of preparation to teach in a virtual environment, and partly due to a lack of understanding of how content can be converted to in-world experiences. This chapter provides some necessary first steps for those instructors interested in using

Second Life and similar environments for online education. I also discuss what elements seem most important for such preparation, and what tools are available for course development without having to create an entire simulation. Finally, I provide a few quick examples of how I have created small learning objects based on my own subject matter and stress the importance of teaching the relevant Second Life skills prior to each assignment to ensure successful implementation. Its purpose is, through example, to increase the likelihood that Second Life and other Multi-User Virtual Environments (MUVE) will be successfully employed for learning regardless of discipline.

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Complete Chapter List

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Table of Contents
Chapter 1
Dan O’Brien
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Chapter 2
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Cathy Cavanaugh
In augmented reality games, game experiences combining electronic game content take the form of narrative materials and game-play elements exchanged... Sample PDF
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Chapter 4
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In this article, the basic characteristics of scientific and educational simulations are discussed. Research findings which support their... Sample PDF
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Chapter 5
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Chapter 6
David A. Guralnick, Christine Levy
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Chapter 7
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Chapter 9
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Chapter 11
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Chapter 16
Michael N. DeMers
Worldwide, educators are experimenting with the myriad possibilities that Second Life and other multi-user virtual environments (MUVEs) provide for... Sample PDF
Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second Life
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Chapter 17
Colin Price
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Chapter 18
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Chapter 19
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Chapter 92
Robert D. Tennyson, Robert L. Jorczak
Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to... Sample PDF
Electronic Games Improve Adult Learning in Diverse Populations
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Chapter 93
Luigi Proserpio, Massimo Magni, Bernardino Provera
Interview with Anthony Davidson, SuperAguri F1 GP Driver (autosport.com, March 2, 2007): Q: Can you actually learn anything from the [F1 videogame]... Sample PDF
Managerial Computer Business Games
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Chapter 94
Scott Gallagher, David Cavazos, Steven Harper
Simulations can be powerful tools in helping students learn about strategic management. This chapter discusses the value of simulations in helping... Sample PDF
Modifying Popular Board Games to Illustrate Complex Strategic Concepts: A Comparison With a Professional Computer Simulation
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Chapter 95
Luis Antunes, Ana Respício, João Balsa, Helder Coelho
Public policies are concerned with the definition of guidelines that promote the achievement of specific goals by a society/community of citizens.... Sample PDF
Policy Decision Support Through Social Simulation
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Chapter 96
Oluwole Alfred Olatunji, William David Sher
Effective processes in facilities management are responsive to the quality of information flow across various levels and stages of design... Sample PDF
The Applications of Building Information Modelling in Facilities Management
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Chapter 97
Mohamed Marzouk
Construction operations are performed under different working conditions including (but not limited to) unexpected weather conditions, equipment... Sample PDF
The State of Computer Simulation Applications in Construction
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Chapter 98
K. A. Barrett, W. Lewis Johnson
The Alelo language and culture game-based training has been successfully applied in the K-16 education, government, and military sectors. With... Sample PDF
Virtual Environments and Serious Games: Teaching Cross-cultural Communication Skills
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Chapter 99
Hamed F. Manesh, Dirk Schaefer
Since the advent of globalization, the manufacturing industry has been subject to continuous pressure of competition. Products have to be developed... Sample PDF
Virtual Learning Environments for Manufacturing
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Chapter 100
Fengfeng Ke
Drawing on grounded theory approach and a qualitative meta-analysis, this chapter intends to systematically review and synthesize the theories... Sample PDF
A Qualitative Meta-Analysis of Computer Games as Learning Tools
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Chapter 101
Yufeng Qian
Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional... Sample PDF
An Investigation of Current Online Educational Games
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Chapter 102
Shalin Hai-Jew
The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of... Sample PDF
Building Interactive and Immersive Imagery
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Chapter 103
Miguel A. Garcia-Ruiz, Jayshiro Tashiro, Bill Kapralos, Miguel Vargas Martin
In this chapter, the authors examine different types of serious games for healthcare education and pose some hard questions about what they know and... Sample PDF
Crouching Tangents, Hidden Danger: Assessing Development of Dangerous Misconceptions within Serious Games for Healthcare Education
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Chapter 104
Vasa Buraphadeja, Kara Dawson
Many game scholars claim that the emergent authorship opportunities provided within The Sims may lead to positive game play outcomes. This study... Sample PDF
Exploring Personal Myths from The Sims
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Chapter 105
Thomas Connolly, Mark Stansfield
The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education... Sample PDF
From E-Learning to Games-Based E-Learning
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Chapter 106
Nancy Sardone, Roberta Devlin-Scherer, Joseph Martinelli
The last 20 years have brought an increase of computers into educational and home environments, generating an explosion of available educational... Sample PDF
Game-Based Instruction in a College Classroom
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Chapter 107
Renae Low, Putai Jin, John Sweller
Taking advantage of the rapid evolution of educational technology, simulations and games have been embodied in a variety of teaching and learning... Sample PDF
Learners’ Cognitive Load When Using Educational Technology
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Chapter 108
Edward L. Swing, Douglas A. Gentile, Craig A. Anderson
Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable... Sample PDF
Learning Processes and Violent Video Games
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Chapter 109
Dennis Charsky
This chapter will make a connection between game genres, game characteristics, and constructivist teaching structures. Constructivist teaching... Sample PDF
Making a Connection: Game Genres, Game Characteristics, and Teaching Structures
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Chapter 110
Shalin Hai-Jew
The growing popularization of immersive virtual spaces and simulations has enhanced the ability to “model” various environments, scenarios... Sample PDF
Mitigating Negative Learning in Immersive Spaces and Simulations
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Chapter 111
Lisa Galarneau, Melanie Zibit
20th century visionaries foresaw that mastery of the dynamic processes underpinning the acquisition and manipulation of knowledge would be critical... Sample PDF
Online Games for 21st Century Skills
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Chapter 112
Shalin Hai-Jew
In their evolution, virtual worlds have become more persistent. Their three-dimensional (3D) objects are more easily ported and interoperable... Sample PDF
Capitalizing on Immersive Persistence as an Emergent Design Concept (A Position Paper)
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Chapter 113
Elisabeth E. Bennett
Sophisticated uses of Information and Communication Technology (ICT) have enabled informal learning in simulated and virtual environments. This... Sample PDF
Informal Adult Learning in Simulated and Virtual Environments
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Chapter 114
Richard M. Adler
Current knowledge capture and retention techniques tend to codify “what-is” and “who knows” more effectively than “how-to”. Unfortunately, “how-to”... Sample PDF
Knowledge Engines for Critical Decision Support
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Chapter 115
Angelene McLaren
Language teachers and students are making a mass exodus in theory and practice in the field of secondlanguage instruction. They are leaving behind... Sample PDF
Language Simulations for Fostering Language Acquisition and Communicative Competence in Adult Second-Language Learners
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Chapter 116
Nancy Sardone, Roberta Devlin-Scherer
Today’s middle school students represent a generation growing up where digital tools abound and where using them for home and school is the norm.... Sample PDF
Multi-User Virtual Learning Environments in Education
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Chapter 117
Andrew Kuznetsov
Biologists have used a reductionist approach to investigate the essence of life. In the last years, scientific disciplines have merged with the aim... Sample PDF
Synthetic Biology as a Proof of Systems Biology
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Chapter 118
Brian Magerko
This chapter discusses the potential future of games for learning through the lens of current advantages of real-world education that are thus far... Sample PDF
The Future of Digital Game-Based Learning
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Chapter 119
Helyn Gould, Michael Hughes, Paul Maharg, Emma Nicol
Game-based learning and simulation is a powerful mode of learning, used by industries as diverse as aviation and health sciences. While there are... Sample PDF
The Narrative Event Diagram: A Tool for Designing Professional Simulations
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Chapter 120
Hideyuki Nakanishi, Toru Ishida, Satoshi Koizumi
Many research projects have studied various aspects of smart environments including smart rooms, home, and offices. Few projects, however, have... Sample PDF
Virtual Cities for Simulating Smart Urban Public Spaces
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