ArticlePDF Available

Second Life in higher education, medicine and health.

Authors:
  • Silversprite

Abstract

The Second Life ‘worlds’ consist of islands and larger areas of ‘virtual land’. Linden Labs make much of their income by renting out land to people and organisations. Once you are renting some land, you can develop buildings and other structures. Some laws of physics can be ignored; for example, you can build rooms or floors high in the sky. Structures can incorporate an increasing selection of media, connecting Second Life to websites and ‘Web 2.0’ applications such as YouTube and Twitter. Streaming video feeds from ‘real world’ conferences – and sending back comments and questions from avatars to the conference – is increasingly popular, as it means attendees do not have to travel to the event, saving time, money and carbon emissions.
An introduction to Second Life
Second Life (SL) <www.secondlife.com/>
is an internet-based ‘virtual world’,
launched in 2003 by Linden Research,
otherwise known as Linden Labs (LL).
Around 13 million accounts have
been set up in SL, though the average
number of people ‘in world’ at any
one time is around 40,000.
The SL ‘worlds’ consist of islands
and larger areas of ‘virtual land’. LL
make much of their income by rent-
ing out land to people and organisa-
tions. Once you are renting some
land, you can develop buildings and
other structures. Some laws of
physics can be ignored; for example,
you can build rooms or floors high in
the sky. Structures can incorporate
an increasing selection of media, con-
necting Second Life to websites and
‘Web 2.0’ applications such as
YouTube and Twitter. Streaming
video feeds from ‘real world’ confer-
ences – and sending back comments
and questions from avatars to the
conference – is increasingly popular,
as it means attendees do not have to
travel to the event, saving time,
money and carbon emissions.
People (residents) who register for
SL are given a default, human-
shaped avatar. This can be easily cus-
tomised at any point in a large
variety of human and non-human
ways, for example by changing its
clothing. It is not uncommon to
attend an event in SL and find your-
self amid a crowd of human, semi-
human and non-human avatars.
Avatars move around the world
by walking or flying or by ‘teleport-
ing’ instantly to locations. Forms of
communication include instant mes-
saging, text chat, movement (e.g.
waving to or pointing at another
avatar) or, more recently, using voice
(which has received a mixed
response).
Underpinning SL is a currency sys-
tem (the Linden Dollar) and an econ-
omy. People can create virtual items,
such as clothing, shoes, new body
shapes and other ephemera that exist
in SL only. These can then be traded
or sold, which has led to a market-
based economy. A small proportion
of people make a living from SL,
while more make enough income to
offset their in-world expenses. The
complex economy, and issues such
as the exchange rate with the US dol-
lar and the taxation of income gener-
ated within SL, has led to interest
from economists, academics and
Inland Revenue services.
Teen Second Life is a self-con-
tained version of SL for 13–17-year-
olds. Age verification is required for
people to enter the Teen Grid. Teen
Second Life users are transferred to
the main SL grid once they turn 18
years, taking all content and private
islands with them.
Though there are many articles
and books on SL and the many other
emerging virtual environments and
worlds, there is no replacement for
actually experimenting with and
experiencing SL itself. It is highly
He@lth Information on the Internet
6NUMBER 64 AUGUST 2008
The Second Life ‘worlds’ consist of islands and larger areas of ‘virtual land’. Linden Labs make
much of their income by renting out land to people and organisations. Once you are renting
some land, you can develop buildings and other structures. Some laws of physics can be
ignored; for example, you can build rooms or floors high in the sky. Structures can incorporate an
increasing selection of media, connecting Second Life to websites and ‘Web 2.0’ applications such
as YouTube and Twitter. Streaming video feeds from ‘real world’ conferences – and sending back
comments and questions from avatars to the conference – is increasingly popular, as it means
attendees do not have to travel to the event, saving time, money and carbon emissions.
Second Life in higher education,
medicine and health
John Kirriemuir john@silversprite.com
Researcher and consultant
in the application of digital games and virtual environments <www.silversprite.com>
Health and medical islands, installations and services within Second Life have been developed by
a variety of medical, educational, research and private organisations.
… there is no replacement for actually experimenting with and experiencing SL
itself. It is highly recommended to download the software (called the ‘viewer’)
He@lth Information on the Internet
NUMBER 64 AUGUST 2008 7
recommended to download the soft-
ware (called the ‘viewer’), set up a
free avatar, follow the orientation
exercises, find and explore areas of
interest, and communicate with
other people within SL.
SL in UK higher education
The key advantage of SL in teaching
and learning is that there are many
activities in which the student must
be more than a passive learner in
order to progress. The student has to
develop ‘stuff’, collaborate and par-
ticipate. Before these can occur, he or
she has to master a new and transfer-
able skill set, meaning that, in SL,
learning is done more by participat-
ing and doing than by listening and
absorbing.
A growing body of research points
to virtual worlds being increasingly
used in teaching and learning over
the next few years. For example, a
key 2007 report predicted that ‘vir-
tual learning spaces’ will be adopted
on a wide-scale basis in education
within the next 2–3 years.1
After a slow take-up during previ-
ous academic years, the number of
higher education staff in the UK who
are developing or operating teaching
and learning resources in SL has
grown rapidly in the last year. While
an accurate figure is difficult to
determine (partially due to the non-
public nature of some develop-
ments), a report by the Eduserv
Foundation2estimated that some
three-quarters of UK universities are
actively developing or using SL at an
institutional, departmental, or individ-
ual academic level. Of these, many
institutions support several ongoing SL
developments, often involving groups
of people or collaborations across
departments or institutions rather
than lone individuals.
Many of these developments are
funded internally, with staff often
donating significant amounts of their
own time. An increasing body of aca-
demics are reporting substantial use
of their SL developments and suc-
cesses in teaching and learning activ-
ities. Measuring the usage of these
developments tends to be through
raw visitor statistics or informal feed-
back, though a few academics teaching
in SL use more rigorous evaluation
techniques.
Academics who have successfully
developed in SL report that their host
institution and technical services are
largely supportive, though with the
latter there are often problems with
firewalls, PC capability and enabling
voice functionality. Academics
report a wide variation in reactions
to SL from colleagues, ranging from
interest and curiosity to suspicion
and ‘hatred’.
The Eduserv Foundation survey
showed that academics developed a
wide range of SL activities spanning
teaching, learning, research, perfor-
mance, construction and student
presentation and demonstration.
However, though use of SL in UK
higher education (and, to a lesser
extent, further education) is growing,
many academics are not committed
to it in the long term, being aware of
its deficiencies and open to moving
to alternative virtual environments,
especially open source and more
localised versions, in the next acade-
mic year or two.
SL in medicine and health
The ALS (Alliance Library System)
received a grant of US$40,000 from
the National Library of Medicine to
provide consumer health informa-
tion services within SL. The resulting
HealthInfo Island <http://slurl.com/
secondlife/Healthinfo%20Island/128/
128/0> contains a variety of displays,
information boards, surveys and
other informative material from
many health and medical organisa-
tions. A recent collaborative event on
the island discussed the research evi-
dence in stroke rehabilitation and
survivor perspectives. The final pro-
ject report3details many of the fea-
tures, and collaborative partners, of
the island.
In Spain, teenagers can ‘speak’ to a
doctor within SL, using the advan-
tage of anonymity to discuss embar-
rassing conditions.4This particular
application of SL is not without its
critics, who argue, for example, that
the root cause of teenagers not
attending surgery should be
addressed, and that the doctor often
cannot give an accurate diagnosis of
a patient he or she cannot see.
The SL Institute for Clinical
Education <http://slurl.com/secondlife/
Aido%20Wedo/228/83/39> is being
developed by the Department of
Medical Education at the University
of Illinois at Chicago. This SL area is
used to train medical students and
physicians, and explore the educa-
tional applications of virtual envi-
ronments. Meanwhile, in a
password-protected area of SL, Dr
Peter Yellowlees, Professor of
Psychiatry at the University of
California has created a simulation5
of schizophrenia so non-sufferers can
experience (to a certain extent) the
condition.
The Medical Ethics Park
<http://slurl.com/secondlife/Odaesan/24/
224/0> contains information on med-
ical ethics around the world, and a
meeting place for ethics committee
members. Meanwhile, the London
Oncology Clinic Island <http://slurl.com/
secondlife/Cancer%20Innovation/137/65/
29> is a recreation of a real-world
clinic. People can walk in, look
around, and read various informa-
tion on the ‘latest cancer treatments’,
for example.
… in SL, learning is done more by participating and doing than
by listening and absorbing.
the London Oncology Clinic Island
<http://slurl.com/secondlife/Cancer%20Innovation/137/65/29>
is a recreation of a real-world clinic.
The key advantage of SL in teaching and learning is that there are many
activities in which the student must be more than a
passive learner in order to progress
He@lth Information on the Internet
8NUMBER 64 AUGUST 2008
SL can be used to engage with older
people and people with physical dis-
abilities, and help them combat social
isolation and loneliness. A recent video
interview of a SL user with cerebral
palsy, describes how he runs a dance
club in Second Life called Wheelies
<http://jeremylundberg.blogspot.com/
2006/11/second-life-excellent-review-
from-cbc.html>. The technology also
exists (though not yet in mass-market
form) for paralysed people to use SL to
meet avatars, communicate, explore
and carry out other functions without
the need of a carer or other person
<http://news.sky.com/skynews/article/
0,,30200-1294720,00.html>.As more
internet-based services are connected
to or made accessible from within SL,
so this technology may give back
some independence and control to
severely disabled people.
In examining the educational pos-
sibilities of user-created virtual
worlds,6David Antonacci and Nellie
Modaress from the University of
Kansas Medical Center introduce
some of the educational potential of
simulations such as SL. The paper
includes a reference to their use of SL
role play to provide medical students
with practice in physician/patient
encounters together with a sample
video in which they use text chat to
simulate the dialogue between the
healthcare team and a patient and
spouse.
Several health and medical islands
and buildings were developed by the
UK education and health sectors. For
example, the University of Plymouth
Sexual Health SIM <http://slurl.com/
secondlife/Education%20UK/18/36/22>
is a public education and outreach
project, with a variety of interactive
displays and tools.
Meanwhile, the Faculty of
Medicine at Imperial College
London have developed a ‘virtual
hospital’ <http://slurl.com/secondlife/
Imperial%20College%20London/150/
86/27> in SL which will provide expe-
riential, diagnostic and role-play
learning activities supporting the
teaching of patient diagnosis, investi-
gation and treatment. A ‘virtual
patient’ has being implemented in
this virtual hospital;7a randomised
controlled trial is currently taking
place, aiming to compare the learn-
ing gains of participants in two
groups given the same respiratory
emergency case, one in an interactive
e-module and the other using game-
based activities in the respiratory
ward in SL.
There are many other medical and
health information services within
SL. Again, descriptions of these are a
poor substitute for visiting, explor-
ing and interacting with them. The
number of health and medical devel-
opments (and teaching and learning)
within SL will probably increase
over the next few years. Factors in
this rise include the proliferation of
broadband, improvements in PC and
virtual world capabilities, the costs
of formal education, and more ‘real
world’ issues such as the rising cost
of large numbers of people collec-
tively travelling to a centralised
teaching location and the resulting
carbon footprint.
However, some of the long-stand-
ing issues concerning health and
medical information, services and
advice are also applicable to virtual
environments. How does the person
behind the visiting avatar know the
health or medical information is
accurate? Who, or what, is providing
the information? Is it up to date? Is it
more suited to a visiting patient or
doctor? These issues, long-grappled
with by web-based services such as
OMNI (now part of Intute:
<www.intute.ac.uk>) are yet to be seri-
ously considered and addressed by
virtual environments such as SL.
While SL provides a smorgasbord of
information and communication
opportunities, the caveat ‘reader,
beware’ still holds true for visitors to
this virtual world.
References
[All accessed 29 May 2008]
1. 2007 Horizon Report. The New Media
Consortium, EDU CAUSE Learning
Initiative, 2007 <www.nmc.org/pdf/
2007_Horizon_Report.pdf>.
2. Kirriemuir J. A spring 2008 ‘snapshot’ of
UK Higher and Further Education
Developments in Second Life. Eduserv
Foundation, 2008
<www.eduserv.org.uk/foundation/sl/
uksnapshot052008>.
3. HealthInfo Island Final Report. Alliance
Library System, 2008
<www.alliancelibrarysystem.com/pdf08/
healthinfoislandfinalreport08.pdf>.
4. Keeley G. Teenagers to take embarrassing
ailments to doctors. Guardian online, 2008
<www.guardian.co.uk/technology/2008/
may/10/secondlife.spain>.
5. Elliott J. What it’s like to have
schizophrenia. BBC News Website, 2007
<http://news.bbc.co.uk/1/hi/health/
6453241.stm>.
6. Antonacci DM, Modress N. Envisioning
the educational possibilities of user-
created virtual worlds. AACE J 2008; 16:
115–126.
7. Games-based learning for virtual patients
in SL, Imperial College London.
<www.elearningimperial.com/
index.php?option=com_content&task=
view&id=37&Itemid=58>.
Jakob Nielsen’s Alertbox,
June 9, 2008
<www.useit.com/alertbox/print-
vs-online-content.html>
Writing for print as compared
to the web requires a different
style which can be summarised
as: ‘Linear vs non-linear.
Author-driven vs reader-driven.
Storytelling vs ruthless pursuit
of actionable content. Anec-
dotal examples vs compre-
hensive data. Sentences vs
fragments’.
Writing Style for Print vs
web
Professor of Psychiatry at the University of California has created
a simulation5of schizophrenia so non-sufferers can experience
(to a certain extent) the condition.
… a SL user with cerebral palsy, describes how he runs a dance club
... 4 In higher education and health care, the most used virtual world is Second Life. 5 Second Life is a threedimensional, fully interactive, multi-user virtual environment (MUVE) used by hundreds of universities in the United States and in countries around the world to enhance teaching and learning. 5,6 Several features of Second Life support its application as an educational platform: first, it is an immersive environment where users interact and build knowledge; second, users can create specific content in the virtual world such as objects, buildings, furnishings, and landscapes that can be tailored to specific educational experiences 5 ; third, Second Life provides a flexible and safe environment for individuals to experience realistic learning 7 ; and fourth, Second Life affords opportunities for virtual real-time student and faculty interactions. 3 Ultimately, as pressure mounts for today's students to understand emergent media technologies, Second Life provides these students with the hands-on experience and knowledge they require to be competitive. ...
... By using specific tools and commands, avatars can move and communicate as in the real world, with various modalities supported and thus representing the true diversity of the real experience. 5,6,9 Furthermore, Second Life can help students develop crucial clinical reasoning skills by providing a personalized virtual reality in an immersive clinical setting that supports individualization, de-identification, and repetitive practice while additionally promoting team learning. [10][11][12] Clinical reasoning is the process of applying knowledge and expertise to a clinical situation to develop a solution. ...
Article
Virtual worlds are emerging technologies that can enhance student learning by encouraging active participation through simulation in immersive environments. At Ross University School of Veterinary Medicine (RUSVM), the virtual world of Second Life was piloted as an educational platform for first-semester students to practice clinical reasoning in a simulated veterinary clinical setting. Under the supervision of one facilitator, four groups of nine students met three times to process a clinical case using Second Life. In addition, three groups of four clinical faculty observed one Second Life meeting. Questionnaires using a 4-point Likert scale (1=strongly disagree to 4=strongly agree) and open-ended questions were used to assess student and clinical faculty perceptions of the Second Life platform. Perception scores of students (M=2.7, SD=0.7) and clinical faculty (M=2.7, SD=0.5) indicate that Second Life provides authentic and realistic learning experiences. In fact, students (M=3.4, SD=0.6) and clinical faculty (M=2.9, SD=1.0) indicate that Second Life should be offered to future students. Moreover, content analyses of open-ended responses from students and faculty support the use of Second Life based on reported advantages indicating that Second Life offers a novel and effective instructional method. Ultimately, results indicate that students and clinical faculty had positive educational experiences using Second Life, suggesting the need for further investigation into its application within the curriculum.
... It offers a variety of opportunities for interaction, sense of community, and users" self-building capabilities. Statistics showed that there are over 100 educational institutes that had established their virtual campus in Second Life and are actively working in the virtual world [31]. ...
Article
Full-text available
learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR). VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtual reality system on a desktop by deploying Visual Basic.NET, Java and Macromedia Flash. This simulated environment enhanced students' understanding by providing a degree of reality unattainable in a traditional two-dimensional interface, creating a sensory-rich interactive learning environment.
... It offers a variety of opportunities for interaction, sense of community, and users" self-building capabilities. Statistics showed that there are over 100 educational institutes that had established their virtual campus in Second Life and are actively working in the virtual world [31]. ...
Article
Full-text available
learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR). VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtual reality system on a desktop by deploying Visual Basic.NET, Java and Macromedia Flash. This simulated environment enhanced students’ understanding by providing a degree of reality unattainable in a traditional two-dimensional interface, creating a sensory-rich interactive learning environment.
... Second Life is one of the most popular virtual reality tools, attracting educators from all over the world by offering a variety of opportunities for interaction, sense of community, and users' self-building capabilities. Recent statistics showed that there are over 100 educational institutes (Harvard University taking the lead) that had established their virtual campus in Second Life and are actively working in the virtual world [13]. ...
Conference Paper
Full-text available
Virtual reality is an artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. This technology has been applied in all walks of life especially in education where it is used to simulate learning environments. So many universities and military establishments had adopted this technology and this had improved the learning capability of users. This paper presented lack of laboratory experience as the major problem associated with learning in science and engineering in Nigeria, and the way to overcome the problem through the use of virtual reality technology to simulate virtual reality laboratories. I. INTRODUCTION Imagine you are inside a car driving without actually being inside that car; you as a pilot is undergoing training, flying, landing and crashing a plane without actually being inside that plane; you as a computer engineer, diagnoses faults and assembles computer systems without actually working with the real physical components. Imagine yourself as a surgeon, walks into an operating theatre, cut open the heart of a patient to change a defective valve. The scenarios described have been made possible through a technology known as virtual reality (VR). There were no real plane, real computer systems, real car and real patient. Everything was a computer simulation [1]. VR is an emerging technology on the horizon that will virtually place anyone in any experience desired [2]. It has had a wide acceptance in all walks of life. Visualization and conduct of laboratory experiments are the most effective ways to simplify and clarify the comprehension of complex theory. Learning in engineering and science is a combination of understanding, conceptualization and practical experience. Therefore, learning in these fields today has been hampered by the absence or inadequacy of equipped laboratories, which no doubt have pitfalls such as constraints of time schedule, supervision, materials and cost. One way to overcome these difficulties is to use simulation programs to create learning environments such as VR laboratories. Computer-based virtual learning environments (VLEs) such as VR
Chapter
Our campuses and professions reflect a seemingly endless stream of initiatives to consider how faculty might integrate technology into instruction, and many have engaged such opportunities. However, there is a reason to engage skepticism when we consider the role of technology in our institutions. I argue that technology cannot be both the goal of the learning environment and the actor for catalyzing change in higher education. Furthermore, I highlight a tendency to make bad investments in our technology initiatives and suggest there are more important questions to be asking; rather than how we use technology, we should place emphasis on what we need from technology. I present three distinctive examples that represent innovative and pedagogically coherent uses of technology.
Article
The term motivational interviewing focuses on patients’ struggles to make changes for which they may not be ready, willing, and able. The foundation of this approach is the transtheoretical model, which posits that behavior change involves several stages and that not everyone is equally ready to change. To address the lack of training and self-confidence, medical schools have implemented motivational interviewing training courses within the curriculum, utilizing a problem-based learning approach. As computers have become more popular in education, motivational training has moved into the e-learning, computer-assisted, learning environment.A pilot study was designed and implemented at the University of Illinois at Chicago, College of Medicine, in an effort to explore the feasibility of using virtual standardized patients in the Second Life, one of the first virtual worlds available to teach motivational interviewing. This study’s guiding research questions were: Is it feasible to use virtual standardized patients to enhance motivational interviewing training? Could the Second Life virtual world platform, combined with the traditional face-to face training materials, improve motivational interviewing techniques?The results of this study present both positive and negative outcomes. The standardized patient and principal investigator assessment data added to our understanding of the feasibility of using virtual worlds to teach motivational interviewing as an alternate to the webpage virtual standardized patient. This pilot study suggests a positive outcome in the use of the Second Life platform as an educational tool.
Chapter
Web 2.0 technologies are being rapidly integrated in higher education, which dramatically influences the ways learners approach and use information. Knowledge transfer has evolved into a two-way process. Users no longer simply consume and download information from the web; they create and interact with it. Several theoretical works were developed in order to discuss the possibilities of integration of Web 2.0 tools in Pharmacy, Medicine, Allied Health, Nursing and many other Biomedical Areas. Other works have started gathering qualitative and quantitative evidence of the importance of Web 2.0 tools in the learning process. By performing this integrative review, this paper will provide an overview of what is being done in biomedical and pharmaceutical education, and elaborate some of the potential opportunities and challenges that these applications present. With this updated review we hope to give our contribution to consolidate research in this promising area.
Chapter
Full-text available
Web 2.0 technologies are being rapidly integrated in higher education, which dramatically influences the ways learners approach and use information. Knowledge transfer has evolved into a two-way process. Users no longer simply consume and download information from the web; they create and interact with it. Several theoretical works were developed in order to discuss the possibilities of integration of Web 2.0 tools in Pharmacy, Medicine, Allied Health, Nursing and many other Biomedical Areas. Other works have started gathering qualitative and quantitative evidence of the importance of Web 2.0 tools in the learning process. By performing this integrative review, this paper will provide an overview of what is being done in biomedical and pharmaceutical education, and elaborate some of the potential opportunities and challenges that these applications present. With this updated review we hope to give our contribution to consolidate research in this promising area.
Chapter
Bioengineering is a multidisciplinary subject which necessitates that engineering students, who typically have no knowledge of medicine, must quickly and effectively gain a thorough understanding of the complexities of human anatomy. Teaching on a Bioengineering module at Newcastle University's School of Mechanical and Systems Engineering employed a combination of Primal Pictures anatomical software, bespoke teaching materials and peer to peer learning. This allowed Bioengineering students to quickly construct an understanding of anatomical principles which they used in individual, assessed projects on total joint replacement. Anonymised, written feedback gathered from the students revealed overwhelmingly positive learning experiences and assessed projects indicated deep knowledge of the anatomical descriptions necessary to understand and work with the science of joint replacement.
Article
Full-text available
This study compared two programs developed as a learning tool for students to practise basic laboratory procedures. One was a Flash simulation program, the other a Second Life virtual reality program. A cohort of 93 bioscience students participated in the between trial. A control group was used to establish if using either program affected learning or confidence gains. Gains were assessed by collecting pre-demo and post-demo scores. Results showed no difference in gains between the Flash and Second Life conditions but both had significantly higher confidence gains than the control condition. However, the control group had a significantly higher pre-demo score casting some doubt on the reliability of the result. Students scored Flash significantly higher as a learning tool in an evaluation questionnaire. Furthermore, comments from the focus group demonstrated that the majority of students preferred to use Flash finding it easier to use, quicker and with less distractions than Second Life. The University of East London will now focus upon developing the Flash version of the laboratory procedures simulation.
Article
Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds. The EDUCAUSE National Learning Infrastructure Initiative (NLII) has identified games and simulations as an emerging key theme affecting teaching and learning. Virtually all college students have had experience with games. Games represent active, immersive learning environments where users integrate information to solve a problem. Learning in this manner incorporates discovery, analysis, interpretation, and performance as well as physical and mental activity. An increasing number of 116 Association for the Advancement of Computing In Education Journal, 16(2) colleges and universities are exploring the use of games to enhance learning. (EDUCAUSE-NLII, 2004, p. 28) Recent technical advances in massively-multiplayer, user-created virtual worlds, such as Second Life, Active Worlds, and There, have made this technology both affordable and accessible. Additionally, these advances have expanded the capabilities of user interaction and development within these simulated worlds. Unlike most computer games, even multiplayer games, these virtual worlds allows the users to create their own world and interact with it and with other users in it, rather than simply interacting with an existing, preprogrammed world. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. With user-created virtual worlds, educators can create their own simulated worlds and have their students learn by exploring, interacting, and reflecting on their experiences in this world. Alternatively, students can actively apply course content and problem solve as they create and interact with their own worlds.
The New Media Consortium, EDU CAUSE Learning Initiative
Horizon Report. The New Media Consortium, EDU CAUSE Learning Initiative, 2007 <www.nmc.org/pdf/ 2007_Horizon_Report.pdf>.
Teenagers to take embarrassing ailments to doctors. Guardian online
  • G Keeley
Keeley G. Teenagers to take embarrassing ailments to doctors. Guardian online, 2008 <www.guardian.co.uk/technology/2008/ may/10/secondlife.spain>.
What it's like to have schizophrenia
  • J Elliott
Elliott J. What it's like to have schizophrenia. BBC News Website, 2007 <http://news.bbc.co.uk/1/hi/health/ 6453241.stm>.