Objects, landscapes, character shape, audio and visual content, services, etc. The peculiarity of the world of Second Life is that it gives users the freedom to use copyright on the objects they create, which can be sold and exchanged between the “residents” using a virtual currency (the Linden Dollar) that can be converted into real U.S. dollars. This setup gave rise to an internal economy continuously monitored. It is considered a platform and a new medium for different sectors- learning, art, business, education, music, role-playing games, media, various skills, business, architecture, machinima and animation, etc., and uses synchronous as well as asynchronous communication tools and integrates a search engine, a physics engine, presentation tools and streaming video and audio, an internal programming language (LSL-Linden Scripting Language) to realize objects, a system of voice transmission, instant messaging, public chat, a mini-browser for the web and more. It is constantly developing.
Published in Chapter:
The Prospects for Teaching in Virtual Worlds
Copyright: © 2013
|Pages: 10
DOI: 10.4018/978-1-4666-2122-0.ch050
Abstract
The aims of this project were to develop the participants’ skills and knowledge in educational design of Virtual World teaching, in management and construction of virtual objects and learning environments with examples of learning activities in Virtual worlds; to develop their capacity and confidence using Internet and its available resources, their knowledge of 3D environment and its usage for creating new learning scenarios, their knowledge of learning methods, good practices and lesson planning adopted in the Virtual worlds; to identify and assess the effectiveness of the results of the various activities carried out inworld to plan strategies, activities and resources for learning in the various subjects; to integrate the Virtual worlds as an innovative tool in daily teaching. During the course, teachers were also involved in developing a Project Work, experimenting subsequently with the students and evaluating the didactic use in the classroom.