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Using Second Life to Enrich Learning

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

You Only Live

Twice

Studiedag ICT en onderwijs in de Humaniora

Rijksuniversiteit Groningen

17 Juni 2010

(2)

What is Second Life?

3D Metaverse founded in 2003

by Linden Lab

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only 3

Using Second Life

• Create an Avatar

(4)

Some Statistics

150 Million US$

user-to-user

transactions per 3 months

• Few Entrepreneurs with profits over

1

Million US$

a year

1.4 Million

unique users a month

150 Million US$

user-to-user

transactions per 3

months

Few entrepreneurs

with profits over

1

Million US$

a year

1.4 Million

unique

(5)

ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Innovative

Being present in a virtual world offers

students with a new way of learning.

It is Innovative & Fun.

(6)

The Gap

Academic research has proven that

simulation (e.g. Second Life) closes the

gap between theory and practice.

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Trend

Research has proven that by 2011

80% of all internet users will be

present in a virtual world….

(www.gartner.com)

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Challenge: How to implement virtual

worlds into higher education?

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Traditional Assignment

Handing in a written

IMC Plan….

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• Personal Care Product

• 160 students

• 33 groups

• In SecondLife

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Products

2008:

Shower Gel, Deodorant, Shampoo

2009:

Hair Care, Dental Care, Facial Care

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Execution

• 33 parcels

• L$150 building money

• Help desk

» offline and online

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Second Life support

• 2 hour workshop

• Manuals online and offline

• Helpdesk online and offline

• Mutual support of students

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only 17

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Shopping days: Buying and Selling.

• 48 hours

• In store promotion

• Celebrity endorsement

• Guerilla marketing

• Sales persons

• Flyers

• Motivate purchases

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Online promotion: Websites

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only 21

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only 25

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

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ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Evaluation: student reactions

• Enthusiastic

• Challenging

• Resembles real life

• Preference over written report

• Enjoyable

• Learning for life

(38)

Advantages of Second Life

• Competition effect

• Financial constraints

• Marketing challenges

• Getting Feedback

• Stimulating creativity

(39)

ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Resemblence with Real Life

“The SL project actually was a very quick overview of

a lot of

challenges a manager faces

.

A brand manager accompanies a product from

founding to the shop. He needs to come up with a

name, place it in its portfolio. He needs to come up

with an advertising and selling strategy. He needs

to use the IMC tools. I think

SL contained all

this

.”

(40)

Resemblance of real life

'SL resembles the challenges of a real brand manager

in

many ways

: Inventing a product that fits a

determined target market (students) and to think

about POPs and PODs.

Also to think about the pricing structure is challenging.

You also have to stick to the date of the launch,

(41)

ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Student feedback

“The way you produce a brand and a whole strategy

around it, e.g., advertising, packaging, pricing, is

quite realistic.

I think, that is close to real life

!”

“The actual application of theory makes constraints in

terms of what is feasible, what is coherent, clearer.

You actually are RESPONSIBLE, like in real life, and

have to bear the consequences.”

(42)

Student Feedback

'I think that the second life project was a

great way of applying

and "playing

around" with the knowledge we gained

during the course.

I don't think that writing a paper about a

branding strategy is a really appealing and

(43)

ICT en Onderwijs in de Humaniora – Second Life Gwen Noteborn

Maastricht University, Gwen Noteborn 2010: For non commercial use only

Some advice

• Make the assignment gradeable

• Be very clear on rules and regulations!

• Start on time

• Make guidelines

• Assure proper PC equipment or workspace

(44)

Conclusion

Using Second Life in education can be

highly effective. It stimulates students

and shows them a glimpse of

“Real Life”

References

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