1. Second life video
introduction was slow to load on my computer.
I listened to the explanation though the visuals did not match.
It seems like a fun tool for someone with a LOT of spare time... that's not me.
2. The
Ohio University Second Life was more relevant to me. While completing an ICT course at Charles Sturt University online, we shared sessions in MOO environment ( I think I recall correct name). This seems to be a very rudimentary version of second life. We moved from room to room, relying on text to prompt where we were navigating to. The aim was to share an environment where we could discuss topics we were studying. Within a distance education course, it would serve as a means to reduce the feelings of isolation by encouraging the clarification of understanding through discussion.
3. The Second Life
historical clip had many ideas about future applications. One point about use for students learning a different language could be another worthwhile application.
4.
Apple Store in Second Life shows commercial application.
5.
Murdoch University Library are experimenting with Second Life. They offer training and access within their Library so other faculties within the University can see its possible uses. The issue of broadband speed seems to impede its development to include Library Services, however they do offer instructions on information access through this 3D format.
6.
List of Virtual Worlds is very comprehensive.
Exit Reality.
Video
walk through explains how this program can be applied to 2D websites to convert to a 3D presentation. Mostly applied to social networking.
World of Warcraft: My son has used many versions of this game over the years. The graphics are amazing.
As with many IT trends they usually begin as recreation or entertainment, however educators who attempt to engage students and motivate them to learn, will resort to adapt these technologies in order to capture their attention.