Today I read the 7 Things You Should Know About Second Life, which is a virtual place that you can purchase "land" or you can use it for free but then you can't own "land". It creates images in 3D. When I started reading it, the first thing I thought of was video games, but now I tend to look at it as more of a CAD software tool that you can use online. I was amazed at how you could use it in the classroom. I thought it would be great to teach Economics or Marketing or for the K-12 students how the economy works with buying and selling items in a store. It also reminded me of a game my grandson plays, Mindcraft. :-)
7 things you should know about Second Life, http://www.educause.edu/library/resources/7-things-you-should-know-about-second-life
Second Life is brand new to me and, when I first began reading the article, I was not sure how applicable to classroom learning it was. However, like you said, there are definitely applications to specific topics. And, what a unique way to apply concepts in the classroom!
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