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Whitepaper: Second Life as an eLearning Platform
München (Ger), September 2007 – 3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?"

"Is Second Life the Internet of the future, with the corresponding commercial potential, or merely an outlet – an addictive escape from reality - for loonies that has been implemented with serious technical flaws and some cheesy graphics?" This is the question the author, Matthias Rückel, a German expert on Second Life, poses. His answers allow judgements that lie between the extremes.

The exceptional combination of functions and components makes Second Life extremely interesting. The author analyzes attributes and meanings as well as potential risks and prospects for the training and eLearning industry.

The Whitepaper examines various training and learning scenarios in Second Life, like media-based self-study scenarios, guided or moderated learning, synchronous eLearning, simulations, action learning, game-based learning, and instructional films, as well as blended-learning scenarios, face-to-face training sessions, and learning-management systems.

Another factor the author scrutinizes is the economic frame of Second Life as an eLearning platform. He defines potential target groups and compares production and training costs in the virtual and real worlds. He also goes into details about the technical infrastructure that is needed and its limits.

The 26-page Whitepaper comes as a pdf file and can be ordered by info@checkpoint-elearning.com. The price is 19.90 euros. Partial or full reproduction is only allowed with the permission of the publisher.
 
 
 
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Second Life as
an eLearning Platform
3D simulations and serious games are attaining ever-increasing significance for the learning world. A special case of its own is the virtual world Second Life. The CHECK.point eLearning Whitepaper "Second Life as an eLearning Platform" seeks to contribute to the discussion about Second Life’s suitability as a technological platform for education and training. The study answers questions like "For which application scenarios is Second Life suitable?" and "Which topics can be implemented successfully in Second Life?" More information