Research Studies

Please contribute links to research plans or studies about Second Life’s use in education, corporate, and training environments.

PC vs. Mac Usage

  • What percentage of educational users use pc vs. macs?
  • What percentage of corporate training user user pc vs. macs?
  • What browsers are used the most?
  • What virtual worlds would be viable for both environments?

Virual Worlds to Explore

  1. SecondLife
    (Mac or PC)
  2. Lively by Google
    (XP/Vista only with IE or Firefox)
  3. Forterra
    (private network OLIVE)
  4. Open Life Grid
    (XP/Vista only)
  5. Vivaty
    (XP/Vista only)
  6. DeepGrid using OpenSimulator
    (Mac or PC)
  7. Qwaq Forums
  8. IMVU

Research Questions

  • What do we want to research?
  • Possible choices?
  • What companies are offering virtual worlds services?
  • Which virtual worlds are used for education/training?
  • Relative pros/cons of each virtual worlds.
  • Who is closest to knocking SL off as the leader and why?
  • Given the knowledge/skills learned, what do I think about SL as an instructional tool?
  • What could be done better?
  • How could the barriers to usage be overcome
  • How can it be used in blended learning?
  • What are it’s pedagogical affordances?
  • What are some creative ways in which it can be used for adult learning?

Second Life 101

Learning how to have a Second Life

Second Life is a hot topic among corporate, government and educational entities who want to find an immersive environment where learners can collaborate, simulate, participate, experiment, and communicate. It allows a ‘safe’ environment which does not have barriers such as geography, time, safety considerations, or even physical limitations. How can I use this environment for teaching and learning? How do I get started? What do I need to know? How do I get involved in this community of practice? Is this a fad or an authentic educational tool? These are the questions to be explored here.

Please help me explore these issues with your reflections, knowledge and observations about Second Life.

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