smallworldsfb.png
Source: http://www.allfacebook.com/images/smallworldsfb.png
Technology: Virtual Worlds

Website: SmallWorlds {
http://www.smallworlds.com/}


SmallWorlds is a virtual world. A person can an endless list of activities. They can meet friends, play games, listen to music, adopt a pet, and watch videos. This is a free service that requires the person to go through an introductory course in order to earn currency. The players can purchase gold for other activities or to shop with the virtual world. In addition, Small Worlds does note a help page that promotes the safety on the internet. It has internet safety guidelines, alerts for phishing attacks, and tips not to share your personal information. It encourages the reporting of abuse in order to keep it safe and has a moderator that responds to reports. Virtual worlds can be used in libraries to create a library within the world. The library can offer tutorials through the virtual world. This helps the library cater to different learning styles, increase availability; the services are immediate and accessible. The virtual world can be a tool to increase the information literacy. In Small Worlds, the missions begin with the task of creating a book. Therefore, the person learns different tasks or they can simply play or shop.

This technology can be incorporated into an educational setting because a virtual school can be created to offers developmental courses, tutorials, and present student work.

Posted by Mirella Barrios




Second Life/Teen Second Life

http://pdfs.voya.com/VO/YA2/VOYA200708tag_team_tech.pdf

Description: Second Life is a virtual world that allows it’s users to create anything they can imagine. By downloading software onto your computer, you can begin designing a virtual you – an avatar - as well as what seems an infinite amount of places. Second Life has been used in a plethora of ways ranging from social purposes to business and education. This article discusses how libraries have begun to use this virtual world as a way to communicate with teens. By introducing teens to programs in Teen Second Life that are similar to those in their real life library, librarians are able to offer more to teens than what is in the building. Librarians are also able to communicate with teens in these virtual worlds via their own avatar.

Integration: Another way this virtual world could be integrated into a library setting is by designing a virtual museum as the Courtney text suggests. As a former Art teacher, I am saddened that students are getting less and less art. By designing a virtual museum, students would be able to discover some of the world’s great artists and then research them in the “real” library. By providing an opportunity to visit a museum, or any other virtual world for that matter, the library could be the starting point for students to discover new interests. A librarian could then help the student research more on the topic whether through books or resources on the internet. Then as the article above discusses, librarians could then suggest groups in Teen Second Life that relate to the topic. The library would be doing what it has always done, helping patrons discover new information, but making it a little more exciting by providing an opportunity to interact in a virtual world with not only the new discovery but with people who share the same interests.


Jackie Silvius




GET A LIFE: STUDENTS COLLABORATE IN SIMULATED ROLES by Laila Weir

www.edutopia.org/second-life-virtual-reality-collaboration

Description: Edutopia: The George Lucas Educational Foundation sponsors a website dedicated to public education. Included on the site are blogs, videos, special reports, and discussion forums. “Get a Life” is an article on the Edutopia website that offers several examples of how virtual worlds are being used in classrooms to promote and enhance student learning. One of the virtual worlds discussed in the article is Whyville, which was created by University of Texas professor Jim Bower as a place for middle-school students to participate in inquiry-based learning. Projects in Whyville are sponsored by organizations such as NASA, the Getty Museum, the School Nutrition Association, and Woods Hole Oceanographic Insitution, and they include anything from exploring the impact of global warming to learning about epidemics. Whyville uses simpler graphics than does popular virtual world Second Life and is thought by some to be easier to learn.

Another virtual world highlighted in the article is Teen Second Life, an offshoot of Second Life dedicated to kids and young adults. Projects that have been created using Second Life include middle school literature circles and a sustainability project in which students in New York explore the impact that garbage has on a virtual Venice. Teen Second Life has also been used for extracurricular activities including college fairs and bullying workshops.

Benefits of using virtual worlds in the classroom that are cited in the article include that it integrates technology into the curriculum, motivates students, creates opportunities for interactive learning, and allows real time interaction with people in multiple locations. Challenges include that it requires adequate computer and Internet access, that students may be so interested in the medium that they lose site of the task, and that sponsoring companies will often use the virtual world to advertise their products.

Included at the end of the article are links to several virtual worlds including the two mentioned in the article as well as links to additional articles on the topic.

Uses: Virtual worlds such as Whyville or Teen Second Life offer a number of intriguing possibilities for classroom use. World language classes could use virtual worlds to allow students learning French to “meet” with French students learning English for conversation and cultural exchange. Students in a business class could have a chance to plan and run their own business. Virtual worlds could be used for “field trips” to open up possibilities for students that they would not have otherwise. They could be used to coordinate booktalks with students in schools across the state or country. Science classes could use virtual worlds for long term projects or to safely conduct experiments that cannot be done in the classroom. Virtual worlds can also provide a safe environment for workshops and dialogue on cultural diversity, which would be particularly useful for schools in areas with little cultural diversity or for schools that are dealing with racial tension. Other possible uses of virtual worlds include evening homework help or study sessions, career advising and exploration, and as a forum for debates.

-Christine Mortensen



Second Life: Real Libraries in a Virtual world
Beth Kraemer & Stacey Greenwell
University of Kentucky


http://www.kylibasn.org/docs/RealLibrariesinVirtualWorld.pdf

Description: This article by librarians introduces you to Second Life and discuss how it works. They describe Second Life as "the 3-D web." They explain how their college participates in a college fair in the teen Second Life which allows any high school student to "visit" different colleges that normally they didn't have the opportunity to speak with. With Second Life, people can attend classes or conferences without leaving home. This college built their own island and have different groups who help manage it. Within their island, they have a meth lab (to show its dangers), an art gallery, a library, and more. The librarians perform all the basic librarian duties including reference services, collection development, and continuing education. It gives several ideas on how to give avatars information they can take back with them, including a "notecard", slideshow object, Hud, and web links.

Uses: Virtual worlds can allow people the chance to interact with others without actually leaving their homes. A person could make up an island of their school with all the places you'd expect to have in school, like a cafeteria, gym, library, office, etc. Students, parents, or visitors could visit the school at any time, find out information, ask questions, or learn about different topics the teachers set up. For a reading class, you could have a literature group meet at a certain time to discuss their book, or lab partners meet and perform experiments in the science lab, or get an extra math lesson. For student athletes, their coaches could show them the specifc exercises they need to do for their homework. There is an endless amount of possibilities in a virtual world.

-Kimberley S. Mendez
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Techology: WhyVille
WhyVille

Tech Description: Whyville is an education website hidden nicely in the realm of Virtual Worlds and Social Networks. It is geared to middle aged girls and focuses mainly on science and math. Whyville was created as a part of a LA Times weekly science article and grew from there. Currently it claims several thousand users with at least 60% of that being female. Whyville is designed to be a safe experience for kids, however, as with any virtual world, it does require some supervision. There are language filters and "city officials" who can place a block on user communication if necessary. When students request an account they must supply a parent's email and the parent must respond to a form email sent upon application.

Uses: Of course with the science and math content this could be used to expand upon many topics covered in school. I like that this site has the capability to teach students the ins and outs of virtual worlds without going so far as SecondLife or other more adult sites. Students and teachers could, in theory, meet in areas to view the same content. Whyville also takes new users through a three day tutorial in which students must answer correctly to gain points to enable the chat feature. Activities are educational but appear nonthreatening games. In fact, students must earn "clams" by performing well in science activities. Education is currency. What a great lesson. Seems like Whyville has figured something out -- we need to see how else this might work into curriculum.

-- Elizabeth Ponder





Technology: Virtual Worlds

Spore: www.spore.com


Description:

Spore is a virtual world where you create and nurture a creature of your own making. There are five levels of play, each level developing based on the choices made in the previous level. The five levels are: cell, creature, tribal, civilization, and space. As you progress through the game, you must decide whether or not to ally yourself with other creatures, or kill to meet your basic needs. Are you an herbivore? Carnivore? Omnivore? Your decision will take you in a direction that will define your future. In your development, you may visit other creatures and civilizations created by other users, you can share your own creations with others, and share your creations with your friends on FaceBook.



Uses:

The following YALSA blog link, http://yalsa.ala.org/blog/2008/09/29/spore-in-the-library/, talks about several different issues of having Spore in the Library. Aside from the download issues or DRM (digital rights management), for teens, it’s a chance to work on decision making skills. There are some very basic science concepts and building blocks this game is great at emphasizing. This would also be a great tool for socializing skills/social networking, especially for students that might have need to work on this. There are innumerable opportunities for writing assignments, putting into words what has been created online. Spore is also available in multiple languages, making this a game that your ESL students can participate in successfully.

In addition to the above link, there is another website that shares a list of books that are great companions to the game. You can find the reading list at “Total Spore Forums – Total Spore Library”:
http://totalspore.com/forum/viewtopic.php?pid=86739.

Christy Cochran




Second_Life.jpg


Technology: Virtual Worlds


Second Life: http://secondlife.com/


Description:

Second Life is a virtual world where people from all over the globe can build another world that resembles their own, or is completely different, and live out part of their lives virtually. First, a person chooses their avatar, or character, which can also resemble their real person; it can also be an expression of their personality/interests and be a fictional avatar. Next, the individual determines what they want to use Second Life to achieve. Are they using it purely for recreation (i.e. socializing, traveling, going to virtual clubs, etc.), or do they plan to do business, attend college classes, or join clubs with others from around the world? Universities such as Harvard and Texas State have begun using Second Life as a way to have virtual classes with students who are living in different states or countries. This virtual website has strong safety policies, which protect the identity of its users, and no one under the age of 13 years is allowed to set up an account without adult supervision. Through Second Life, anyone can transport their self, or create an alternate life, travel the world, meet new and old friends all from their computer and never have to leave home.

Uses:

Librarians can use Second Life as a way to create book clubs for high school students, and allow the students to visit universities and libraries they would not usually have access to. High school students can travel the world virtually, interact with other cultures, go to international museums, and do group studies with classmates without ever having to leave the library. This can be especially useful for students have to write research reports, or creating power point projects. It gives them the chance to actually meet people from the cultures they are investigating and interview them. Librarians and educators also have the opportunity to create their own avatar so that they can guide their students through this alternate world to the places they want them to visit, and ensure they are having an educational experience.

~Tara Brandenburg




Virtual Worlds
Second Life Technology
Website: http://sleducation.wikispaces.com
Suggested use: This website offers virtual world technology, which students love (based on SIMS video game sales =^). Instead of learning about Rome, they can visit a “virtual Rome” as an Avatar of their own creation. They can interact with their surroundings and other “virtual people” who may also inhabit the space. The possibilities are endless; the virtual worlds cover a spectrum of educationally valuable topics like weather, countries, art, economics, politics, artificial intelligence, space, computing math, science, sports, law, travel, history, language, and jobs. Students and teachers can interact with others in collaborative spaces that are not only fascinating, but valuable.
Incorporation: The school’s library website could host virtual worlds that correspond to the curriculum of each department. Students can join Second Life and explore these sites as an Avatar, thus enhancing their educational experience. Instead of learning about heart murmurs, students can “visit” a heart murmur institute and participate in a “medical study.” Instead of looking at slides of The Civil War, they can participate in simulated battle strategy sessions, using period weaponry. They can experience the political process from the comfort of their own bedrooms. Students can try out “virtual jobs” to see if they are truly interested in the career path they’ve chosen. They could perform virtual surgery. The possibilities are, indeed, endless.
Deborah Green






Technology--Virtual Worlds

Fantage.jpg


Website: Fantage--http://play.fantage.com


Description: Fantage is a virtual world that caters to young children. It has the look and feel that is appealing to elementary age students. Fantage allows children to explore this virtual world, chat with friends (either by open chat or canned phrases), look at the Fantage blog, apply to work at the local newspaper, and to play games. The children can choose either a boy or a girl avatar. They can then choose the look of that avatar using skin color, eye color, hair style, and clothing. After logging into the site, students can look at the world map and pick a location. They can go anywhere from a castle to the beach. There are games at every location and an opportunity to interact with others that are on the site.

Suggested Uses for Libraries: This site provides opportunities for students to interact with other friends, either real or virtual. They can log on from any internet connected computer. The site does not require any downloads, so it is safer for young children and not seen as much of a virus threat in school libraries. I see this site as a combination of virtual worlds and gaming. The students will not be able to create their own community like in SL, but it is an introduction to the virtual worlds they will experience in the future. This would be a great site to have students practice safe communication and learn about manuevering around a new environment. Directionality, map reading, and even coins/money are skills that students can quickly master while in this world. I know my students would love to use this site!



Posted by Elizabeth Hensley