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Networked noughties 2003-2005

Learning with e's

Today I continue the retrospective with a review of the years 2003-2005. In June 2003 we also saw the inception of a little known 3D multi-user virtual environment called Second Life. 2005 was an eventful year for the digirati. 2003-2005 were three eventful years for the networked nation.

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e-Clippings (Learning As Art): Voice Coming to Second Life

Mark Oehlert

e-Clippings (Learning As Art) Home Archives Subscribe About My Social Networks « My Blog is Worth $66, 615.72 (any buyers??) | Main | Google and MSFT to Clash Over Copyrights » March 08, 2007 Voice Coming to Second Life Geez.finally right? According to this press release , Voice will be coming to Second Life in Q2 of 2007.

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e-Clippings (Learning As Art): "1st Virtual World Shootout.Forterras OLIVE Platform Smokes Second Life" (Ambient Connections)

Mark Oehlert

Forterra Systems OLIVE (On-Line Interactive Virtual Environment) platform was compared to Second Life and won three of the four application categories (best for Education,Enterprise, Training / Simulation), with Second Life winning forBrands/Marketing in votes by the audience.

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e-Clippings (Learning As Art): New Numbers and New Transparency from Linden Lab/Second Life

Mark Oehlert

What kills me though as I read t he comments on the TechCrunch post , comments like " I just get so damn bored walking around second life.that needs to change " and " I explored the second life world for a week to try and understand the hype " - is how people that are so tuned into Web 2.0

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Top 100 Learning Game Resources

Upside Learning

24 Questions about computer games and education- The Learning Circuits Blog, August 8, 2005. TCC09: Digital Learning Environments: Context Sensitive and Imaginative Classes in Second Life, April 14, 2009. The Top 5 Platforms for Creating Educational Video Games « Educational Games Research, June 17, 2009. What is a Game?

Games 280
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Top 100 Learning Game Resources

Upside Learning

24 Questions about computer games and education- The Learning Circuits Blog, August 8, 2005. TCC09: Digital Learning Environments: Context Sensitive and Imaginative Classes in Second Life, April 14, 2009. The Top 5 Platforms for Creating Educational Video Games « Educational Games Research, June 17, 2009. What is a Game?

Games 280
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e-Learning Programs' Support Services to Learners

eFront

Narrowing the distance: using e-Learner support to enhance the student experience The United Kingdom Open University has experimented with a range of information and communication technologies (ICT) to support learners and foster the development of learning communities, including online resources, email, e-messages, SMS messaging, and Second Life.