Second Life Development and Consulting
Second Life
provides a great opportunity
for both traditional in-class and distance education. It is the next logical step
in the development of e-learning / web-based learning / flash simulations.
Unlike earlier tools, Second Life presents a great opportunity for
"learning by doing", experience, engagement and collaboration.
It allows instructors to bring trainee into conditions
exceedingly similar to real life situations to practice newly aquired skills.
Second Life is especially well
suited for training that requires person-to-person interaction (sales, customer
service, negotiations, teamwork, leadership, etc.), involves work in a specific
environment (lab, plant floor, warehouse), requires visualization
of objects in 3D (e.g. equipment training).
Person-to-person interaction in Second Life can be conducted using role-play
or Second Life robot avatars
that can be programmed to act like real people and interact with the trainee.
Ability of Second Life objects to communicate with the web applications allows
easy integration of Second Life training modules into the structure of your existing
e-learning program. Simulations data and results are stored
in the back-end database that can be hosted on our servers or on your
corporate network behind the firewall, making Second Life training simulations
secure, flexible and easy to update. Web-based graphical user interface
which is a part of our Immersive Communication Training System
allows instructional designers to update existing simulations or create entirely new ones
without any programming knowledge or background.
In the early days of using new media, it is a common mistake trying to replicate existing
program in a new media environment. Remember scanned sales brochures that were
original web sites of many companies in 1995. Similarly, creating a virtual world space with
reading materials, power point slides, podcasts and streaming videos will not
work. Instead, consider using Second Life in the areas where it uniquely fills in
the gap in present day e-learning. For example, provide practical
exercises that allow trainee to "learn by doing", practice newly aquired skills,
visualize the concept, work with 3D models. Creating buildings that look like exactly like your
corporate headquaters, filling space with billboards will result in a failed project.
Leveraging the unique abilities of Second Life aimed at practice,
engagement, and collaboration will result in success.
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