Subject Matter Content Creation for Second Life Delivery: Teaching GIS in Second LifeMichael N. DeMers (New Mexico State University, USA)
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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 Jun. 2013. 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 I. Management Association (Ed.), 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, ed. Information Resources Management Association, 256-272 (2011), accessed June 18, 2013. doi:10.4018/978-1-60960-195-9.ch116
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 Favorite  | | TopAbstractWorldwide, 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. TopIntroductionSince 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. TopComplete Chapter List
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Michael N. DeMers (New Mexico State University, USA)
Worldwide, educators are experimenting with the myriad possibilities that Second Life and other multi-user virtual environments (MUVEs) provide for teaching and lear...
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Daniel Livingstone (University of the West of Scotland, UK), Jeremy Kemp (San Jose State University, USA), Edmund Edgar (Social Minds Learning Systems, Japan), Chris Surridge (Korea Advanced Institute of Science and Technology, Korea), Peter Bloomfield (University of the West of Scotland, UK)
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Robert McLaughlan (University of Technology, Sydney, Australia), Denise Kirkpatrick (The Open University, UK)
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Evon M. O. Abu-Taieh (Civil Aviation Regulatory Commission and Arab Academy For financial science, Amman, Jordan), Jeihan M.O. Abutayeh (World Bank, Jordan)
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Masanori Goka (Hyogo Prefectural Institute of Technology, Japan), Kazuhiro Ohkura (Hiroshima University, Japan)
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M. Martínez-Zarzuela (University of Valladolid, Spain), F. J. Díaz Pernas (University of Valladolid, Spain), D. González Ortega (University of Valladolid, Spain), J. F. Díez Higuera (University of Valladolid, Spain), M. Antón Rodríguez (University of Valladolid, Spain)
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Muhammet Demirbilek (Suleyman Demirel University, Turkey)
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Johannes Fromme (University of Magdeburg, Germany), Benjamin Jörissen (University of Magdeburg, Germany), Alexander Unger (University of Magdeburg, Germany)
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Dr. Michele D. Estes (James Madison University, USA), Mr. Randell Snow (James Madison University, USA)
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Zhuo Li (University of Florida, USA), Feng Liu (University of Florida, USA), Jeff Boyer (University of Florida, USA)
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Colleen Swain (University of Florida, USA)
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Jae Yeob Jung (Korea National University of Education, Republic of Korea), Hyung Sung Park (Korea National University of Education, Republic of Korea)
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| 85. |
Norman Pendegraft (University of Idaho, USA)
The rapid change in information technology presents several problems to IS educators and trainers. In particular, the number of concepts that must be mastered is con...
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| 86. |
Paul Peachey (University of Glamorgan, Wales, UK.)
As you read this text you perform an activity. Activity is literally everything we do and yet we are unaware of most of our operations. In this chapter, I will descr...
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| 87. |
Kevin Kee (Brock University, Ontario.), Tamara Vaughan (The Western Quebec School Board, Canada), Shawn Graham (Grand Canyon University, USA)
As gaming technology for personal computers has advanced over the last two decades, the text-adventures that predominated in the 1980s ceased to be commercially viab...
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| 88. |
Jim Bizzocchi (Simon Fraser University, Canada)
This chapter examines the relationship of story, interaction, and learning through a close view of the role of narrative in two SAGE for Learning projects: Contagion...
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| 89. |
Karen Schrier (Columbia University, USA), Charles K. Kinzer (Columbia University, USA)
Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged citizenship. But h...
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| 90. |
Brian Ferry (University of Wollongong, Australia), Lisa Kervin (University of Wollongong, Australia)
This chapter describes how we used an authentic learning framework (Herrington & Oliver, 2000) to inform the design of an online simulation that included gaming feat...
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| 91. |
Torbjörn Alm (Linköping University, Sweden), Jens Alfredson (Saab AB, Aerosystems, Sweden), Kjell Ohlsson (Linköping University, Sweden)
The automotive industry is facing economic and technical challenges. The economic situation calls for more efficient processes, not only production processes but als...
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| 92. |
Robert D. Tennyson (University of Minnesota, USA), Robert L. Jorczak (University of Minnesota, USA)
Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to apply gaming techni...
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| 93. |
Luigi Proserpio (Bocconi University, Italy), Massimo Magni (Bocconi University, Italy), Bernardino Provera (Bocconi University, Italy)
Interview with Anthony Davidson, SuperAguri F1 GP Driver (autosport.com, March 2, 2007): Q: Can you actually learn anything from the [F1 videogame] though? AD: Absol...
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| 94. |
Scott Gallagher (James Madison University, USA), David Cavazos (James Madison University, USA), Steven Harper (James Madison University, USA)
Simulations can be powerful tools in helping students learn about strategic management. This chapter discusses the value of simulations in helping to illustrate the...
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| 95. |
Luis Antunes (GUESS/LabMAg/Universidade de Lisboa, Portugal), Ana Respício (Operations Research Center/GUESS/Universidade de Lisboa, Portugal), João Balsa (GUESS/LabMAg/Universidade de Lisboa, Portugal), Helder Coelho (GUESS/LabMAg/Universidade de Lisboa, Portugal)
Public policies are concerned with the definition of guidelines that promote the achievement of specific goals by a society/community of citizens. Citizens share a c...
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| 96. |
Oluwole Alfred Olatunji (University of Newcastle, Australia), William David Sher (University of Newcastle, Australia)
Effective processes in facilities management are responsive to the quality of information flow across various levels and stages of design, procurement and constructi...
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| 97. |
Mohamed Marzouk (Cairo University, Egypt)
Construction operations are performed under different working conditions including (but not limited to) unexpected weather conditions, equipment breakdown, delays in...
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| 98. |
K. A. Barrett (Distance Education Consultant, Los Angeles, USA), W. Lewis Johnson (Alelo, Inc., USA)
The Alelo language and culture game-based training has been successfully applied in the K-16 education, government, and military sectors. With increasing globalizati...
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| 99. |
Hamed F. Manesh (Eastern Mediterranean University, Turkey), Dirk Schaefer (Georgia Institute of Technology, USA)
Since the advent of globalization, the manufacturing industry has been subject to continuous pressure of competition. Products have to be developed faster than befor...
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| 100. |
Fengfeng Ke (University of New Mexico, USA)
Drawing on grounded theory approach and a qualitative meta-analysis, this chapter intends to systematically review and synthesize the theories, methods, and findings...
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| 101. |
Yufeng Qian (St. Thomas University, USA)
Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional technique and media, ho...
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| 102. |
Shalin Hai-Jew (Kansas State University, USA)
The influence of immersive gaming and simulations on e-learning cannot be understated. While there has been some successful harnessing of interactivity and immersive...
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| 103. |
Miguel A. Garcia-Ruiz (Algoma University, Canada), Jayshiro Tashiro (University of Ontario Institute of Technology, Canada), Bill Kapralos (University of Ontario Institute of Technology, Canada), Miguel Vargas Martin (University of Ontario Institute of Technology, Canada)
In this chapter, the authors examine different types of serious games for healthcare education and pose some hard questions about what they know and do not know abou...
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| 104. |
Vasa Buraphadeja (University of Florida, USA), Kara Dawson (University of Florida, USA)
Many game scholars claim that the emergent authorship opportunities provided within The Sims may lead to positive game play outcomes. This study hypothesizes that na...
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| 105. |
Thomas Connolly (University of the West of Scotland, UK), Mark Stansfield (University of the West of Scotland, UK)
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 to a commonly ac...
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| 106. |
Nancy Sardone (Seton Hall University, USA), Roberta Devlin-Scherer (Seton Hall University, USA), Joseph Martinelli (Seton Hall University, USA)
The last 20 years have brought an increase of computers into educational and home environments, generating an explosion of available educational software products. A...
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| 107. |
Renae Low (University of New South Wales, Sydney, Australia), Putai Jin (University of New South Wales, Sydney, Australia), John Sweller (University of New South Wales, Sydney, Australia)
Taking advantage of the rapid evolution of educational technology, simulations and games have been embodied in a variety of teaching and learning procedures. To a la...
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| 108. |
Edward L. Swing (Iowa State University, USA), Douglas A. Gentile (Iowa State University, USA), Craig A. Anderson (Iowa State University, USA)
Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable outcomes, such as incr...
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| 109. |
Dennis Charsky (Ithaca College, USA)
This chapter will make a connection between game genres, game characteristics, and constructivist teaching structures. Constructivist teaching structures, like open...
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| 110. |
Shalin Hai-Jew (Kansas State University)
The growing popularization of immersive virtual spaces and simulations has enhanced the ability to “model” various environments, scenarios, decision-making contexts,...
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| 111. |
Lisa Galarneau (University of Waikato, New Zealand), Melanie Zibit (Boston College, USA)
20th century visionaries foresaw that mastery of the dynamic processes underpinning the acquisition and manipulation of knowledge would be critical in the 21st centu...
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| 112. |
Shalin Hai-Jew (Kansas State University)
In their evolution, virtual worlds have become more persistent. Their three-dimensional (3D) objects are more easily ported and interoperable between 3D repositories...
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| 113. |
Elisabeth E. Bennett (Tufts University and Baystate Health, USA)
Sophisticated uses of Information and Communication Technology (ICT) have enabled informal learning in simulated and virtual environments. This chapter proposes a fo...
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| 114. |
Richard M. Adler (DecisionPath, Inc., USA)
Current knowledge capture and retention techniques tend to codify “what-is” and “who knows” more effectively than “how-to”. Unfortunately, “how-to” knowledge is more...
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| 115. |
Angelene McLaren (Wayne State University, USA)
Language teachers and students are making a mass exodus in theory and practice in the field of secondlanguage instruction. They are leaving behind boring drills, non...
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| 116. |
Nancy Sardone (Seton Hall University, USA), Roberta Devlin-Scherer (Seton Hall University, USA)
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. Virtual learning en...
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| 117. |
Andrew Kuznetsov (Freiburg University, Germany)
Biologists have used a reductionist approach to investigate the essence of life. In the last years, scientific disciplines have merged with the aim of studying life...
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| 118. |
Brian Magerko (Georgia Institute of Technology, USA)
This chapter discusses the potential future of games for learning through the lens of current advantages of real-world education that are thus far lacking in educati...
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| 119. |
Helyn Gould (University of Strathclyde, UK), Michael Hughes (University of Strathclyde, UK), Paul Maharg (University of Strathclyde, UK), Emma Nicol (University of Strathclyde, UK)
Game-based learning and simulation is a powerful mode of learning, used by industries as diverse as aviation and health sciences. While there are many generic Virtua...
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| 120. |
Hideyuki Nakanishi (Osaka University, Japan), Toru Ishida (Kyoto University, Japan), Satoshi Koizumi (Osaka University, Japan)
Many research projects have studied various aspects of smart environments including smart rooms, home, and offices. Few projects, however, have studied smart urban p...
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