Second Classroom

Educators Learning in Virtual Worlds

The Science For Second Life project run in 2008 which integrated Second Life and a wide range of web tools into a standards-based high school science class in New York City, has now published an independent evaluation that was conducted during the project .

Key findings included:

* Students’ attitudes towards science-related careers changed positively with the StSL curriculum.
* Students’ self-efficacy and self-confidence in their abilities to do science-related work increased.
* Compared to the traditional science curriculum, the number of students reporting being overwhelmed by science class fell by 50%.
* 40 minutes of class time was not enough for the range of activities on many occasions.
* Students’ low literacy skills played a major role in shaping the curriculum activities.
* Low achieving students’ grades improved significantly compared to the previous semester.
* Students’ collective intelligence skills improved throughout the semester. More students reported that they felt more comfortable working with others to get something done using digital media in the post survey.
* Students’ confidence in the effectiveness of blogging, doing Comic Life projects, and using SL for science learning increased throughout the semester.

Download a PDF of the full evaluation findings here.

Worth reading how Web 2.0 tools were integrated into the project as well!

Report from the Global Kids Digital Media Initiative.

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The Islands of Jokaydia Project provide us with professional collaboration and meeting spaces, and support for our virtual worlds projects. Visit the jokaydia.com website for more information.
Are you keen to learn about the evolving literacy and information needs of 21st century learners in MUVEs, MMORPGs and 3D immersive worlds? Then Virtual worlds will provide the knowledge, inspiration and motivation to get you started. This short introductory guide written by us can be ordered direct from ACER publishing.

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