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Second Life

Introduction to Second Life

Second Life is a free, Internet-based, 3-D virtual world that functions as a viable platform for education, business, social networking, communication, and the arts. Developed by Linden Labs, a privately held company, Second Life is a collaborative, immersive environment with global participation. According to a Gartner press release dated 4/24/07, "80% of active Internet users will have a 'Second Life' in the Virtual World by 2011." In 2008, Second Life was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of online sites with user generated content.


Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities. There are over one hundred regions used for educational purposes. Instructors and researchers in Second Life favor it because it is more personal than traditional distance learning.

“Virtual Worlds will not replace other forms of learning. Instead, we believe the thoughtful application of VW technology will significantly enhance the experience and transfer of learning” (Cross, 2007).

Cross, J., O'Driscoll, T., & Trondsen, E. Another life: Virtual worlds as tools for learning. eLearn Magazine. Retrieved May 21, 2009, from http://www.elearnmag.org/subpage.cfm?section=articles&article=44-1

This quote illustrates the paradigm shift of implementing future technologies into education; that they should not replace, but rather enhance the learning process or the learning community.  This is one reason why Roadrunner Island was created in SecondLife for the Metropolitan State College of Denver in order to discover methods in which the virtual environment enhances the overall learning environment.

 

 

Direct Educational Uses for Second Life

Demonstrations Role Play Activities Simulations
Research New Media Studies Collaboration/Cooperation
Language and Culture Studies Academic Advising  

 


Developing 21st Century Skills

Higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving are among the 21st century skills that Second Life residents can easily practice while having fun. Constructivist, immersive, experiential and project-based learning are common learning theories suited for this virtual environment.