Second Life

Key Features
  • Meet others with common interests while exploring various 3D virtual spaces
  • Create, buy and/or use various objects, buildings, or lands
  • Create and customize your own avatar's appearance and even add animated gestures
  • Participate in events, meetings, discussions and other Second Life activities

Overview 

What Is It?

Second Life is a three-dimensional (3D) virtual world that allows a user to create a 3D representation of himself or herself (called an avatar) to explore and interact with various lands, buildings, objects and other avatars. Users can create or purchase their own lands, objects, custom clothing and even custom animations and other modifications. Various kinds of events and activities occur in Second Life, depending on the particular "island" a user visits and the other avatars inhabiting the island. 
 

Who Uses It? 

Second Life boasts a large variety of users. Nearly nine million have signed up for an account to date, including many businesses (Coca Cola, advertising firms, etc.) and universities (UNC and Ohio State among them). Second Life also includes virtual representations of real life that may not be entirely appropriate for education (casinos, opium dens, nightclubs, etc.).
 
Recently, more universities have begun using Second Life as a teaching resource, including Harvard Law. Several resources already exist for educators interested in exploring the possibilities of Second Life, including the New Media Consortium which provides spaces and resources for faculty to try out.  
 

How Does It Work?

A Second Life account is free. To use Second Life, software must be downloaded and installed on the local computer. Here's the basic process for getting started in Second Life:


Things to Consider Before Using Second Life

Uses as an Instructional Technology

As a research tool and/or artifact

  • Second Life is a world yet to be fully explored by social scientists, behaviorists, and others interested in culture, communication, and even architecture.   

As an immersive learning experience

  • Second Life presents the possibility of creating 3D representations of historical sites, which could be used, among other things, for exploring "What if...?" scenarios.

As an introduction to 3D modeling, programming, etc.

  • Students can create simple, efficient 3D models and make them available to others in Second Life. Second Life offers possibilities for scripting actions, interactivity and functionality of objects, avatars, and events. 

As a distance learning platform 

Additional Information

The Second Life Education FAQ is a new and growing wiki/website about teaching in Second Life. The same organization also runs one of the most active email discussion lists on Second Life, which has archives posted here.

For even more ideas on how Second Life could be used for education, take a look at pdf 101 Uses for Second Life in the Classroom

Oakland University has created a concise introduction page for using Second Life.

The Second Life Best Practices in Education Conference (2007) generated a number of useful articles, discussions and other resources.

The SaLamander Project collects and reviews information and content involving Second Life and education. 

To see examples of Second Life without creating a login or downloading software, try watching a few videos of Second Life on You Tube


Last modified August 14, 2007 3:00:54 PM EDT