Sunday, July 25, 2010
Name of the Tool: Second Life
URL of the Tool: http://secondlife.com/
Primary category of the tool: It is difficult to place Second Life in one primary category. Most individuals use Second Life as a Networking/Social Tool, but it can also be used for communication, collaboration, creativity, critical thinking and problem solving, reflection, feedback, and presentations.
Description of the tool: Second Life is a virtual world created by Linden Research, Incorporated and launched in June 2003. Individuals can join for free or pay for a premium membership (72 US dollars per year) that extends access to an advanced degree of technical support and provides a weekly automatic stipend in the virtual world currency of Linden dollars. In January 2010, 18 million accounts in Second Life had been registered. Residents of Second Life create avatars to represent themselves, and avatars can take on any number of forms, including human, animal, vegetable, mineral, etc. Residents can explore a range of destinations, interact with other residents, join groups, purchase and trade virtual property, and participate in different activities (i.e. attend a lecture for class). I was intrigued with the number of educational opportunities available in Second Life. In the medical arena of Second Life, one can tour the male reproductive system (and swim with the sperm); learn about living with diseases such as HIV/AIDS, cystic fibrosis, and multiple sclerosis; experience what it is like to have a neurologic disorder or a mental illness, like schizophrenia (and hear "the voices"); listen to educational lectures about autopsy procedures at the Medical Examiner's Office; visit the Center for Disease Control Island or the Mayo Clinic to hear talks and attend events on a number of diseases and illnesses; attend education and awareness programs at the American Cancer Center; tour a futuristic hospital at the Postgraduate Medical School; and much more. At the Ann Meyers Medical Center and Imperial College of London, medical professionals must use critical thinking and problem-solving skills to assess virtual patients (you can even listen to breath sounds), order and interpret diagnostic tests (read electrocardiograms and chest x-rays), and manage disease processes. At the Imperial College of London, the program even prompts the learners to wash their hands before evaluating the patient. These sites would be particularly helpful for medical students before they start their clinical rotations.
FYI - The department of health and human performance at the University of Houston is active in Second Life!
Skills needed before using the tool: Ability to understand and follow directions
Resources needed before using the tool:
· Broadband Internet access
· 512 MB RAM· 50 MB HD space
· 800 MHz x86 CPU
· 1 GHz G4/Intel Core Processor
· Second Life Viewer (free download 3D Browsing Software)
Basic steps to use the tool:
· Go to http://secondlife.com/
· Click Join Now
· Create a free account
· Download Second Life Viewer
· Start exploring
Example Using the Tool: Introduction to the Avatar
http://www.screencast.com/users/jamievarughese/folders/Jing/media/01f92a79-cee6-47d8-94c0-42e0f17fdea2
Scenario of use of tool in the teaching environment: I would love to create a destination in Teen Second Life (for those between the ages of 13 and 17) where adolescents can challenge themselves and others to learn about their chronic illnesses. I think it is important to target adolescents with chronic illnesses in order to address issues of compliance and adherence to prescribed lifestyles and medications. For instance, I can envision a site where diabetic adolescents encourage each other to learn how to manage their diabetes. The adolescents could create avatars that have to answer questions about diabetes correctly in order to advance through different levels and win the “fight against diabetes.” They would have to utilize critical thinking and problem-solving skills to determine the answers to the questions (i.e. If your blood sugar was 350, how much insulin would you have to give yourself? / What are the complications of diabetes?)
Advantages of using this tool in a teaching environment: I think adolescents would be more likely to retain information about diabetes if it is presented in an interesting and engaging format. They will also find motivation for managing their diabetes by meeting other adolescents undergoing the same challenges in the virtual setting.
Disadvantages of using this tool in a teaching environment: I found it challenging to maneuver my avatar through the different destinations in Second Life. Adolescents may not be as patient in learning the basic information needed to engage productively in Second Life.
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