Metadata:
Name
Second Life (Virtual Environment)
Overview
A virtual reality community in which you create an identity, meet people, buy land and build your own objects. It is a "massively multiplayer online role playing game" (MMORPG), but one that offers users total freedom to create and interact as if they were living another life. This environment can promote an enhanced learning experience.
This environment creates subcultures and knowledge building communities around areas of interest. The focus within this virtual environment is submersion. It allows for exploration of new spaces (e.g., countries, environments, etc.) and ideas.
Launched in 2003 by Philip Linden, first-time users create a name (they can make up the first, but last name must be chosen from a list) and a graphic identity (an avatar). The name cannot be changed, but the avatar can be. The Second Life world is a group of islands in the tropics. Using the keyboard, one can move around at will and even fly over them. You can also instantly teleport from one location to another. Within the system you can get money (Linden) and then purchase items. This virtual environment is a creative and limitless.
Resource Type (choose one category that best describes this Resource. Delete the rest)
- Technology Tools and Environments
- Web spaces and Communities
Intended Audience (Select all intended audiences for this Resource - choose one or more, delete the rest)
- High School (9th through 12th grades or age 14-18)
- Higher Education (college or university or beyond)
- Researchers
- Teachers/Educators
Topic Area
Virtual Environment could be applicable for any curriculum topic or subject discipline. It also has applicability in teaching skills.
Copyright Status
©SecondLife
Keywords/Tags
Virtual Worlds, MUVE, Simulation
Link to resource
http://www.secondlife.com