Sunday, May 17, 2009

#22 Get a Second Life!

Computer and video games have always been popular among teenagers. Role playing games can be an especially effective learning tool regarding community, relationships, and decision making. Second Life is a very popular online game rendered in 3-D, imagined and created by the residents.

Second Life was developed by Linden Research, and in echoing the “real world” or “first life”, you are able to own land, trade goods and services, engage in commerce, participate in education activities, and much more.

Residents of Second Life are represented through avatars, or a users representation of themselves. Avatars can be human in appearance, can be of either sex, and have a variety of humanoid forms. Communication in Second Life is through a chat or instant messaging. Second Life also has a growing economy, where residents can exchange currency for the Linden dollar, the currency of Second Life. Some entrepreneurs are doing a brisk business in Second Life, creating stores, designing buildings, and offering services and making real money in doing so.

Public and academic libraries are building libraries in Second Life. The Info Island Community is

Discovery Resources

Second Life: Take a look through the website, look at the exchange data, and learn more about the pricing for this community
Introduction to Second Life: a short YouTube video
Libraries in Second Life
What is the fuss on Second Life?
Teen Second Life: PLCMC (the same one that created Learning 2.0)

Discovery Exercise

  1. Take a look at the Discovey Resources. If you are feeling adventurous, sign up for an account with Second Life and explore the islands. (Make sure your computer can handle the software requirements.)
  2. Write a blog post about your findings and thoughts on Second Life. Is there a role for Second Life in libraries?

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