Virtual+Worlds


 * Technology**: Second life
 * Web site:** []


 * Description:** The aticle is an announcement about a series of summer chats with three authors that the [|Public Library of Charlotte & Mecklenburg County] (PLCMC), [|TeachingBooks.net], and [|Chicago Public Schools Department of Libraries and Information Services] were organizing over the teen virtual island Eye4You Alliance. The purpose of these chats is to bring the authors to where the teens like to hang out 'in the virtual world'. The chats will provide the teens the opportunity to interact with the authors in an environment that they enjoy. The site shows how teens have participated in planning and organizing teen literary groups on the "Second Life teen community". The great thing about the whole idea is to corroborate the traditional library concept of 'author chat" with a highly technologically advanced setting 'the virtual world' . Something that shows great promise for engaging the teens into reading activities.

Activity 2: The students could be asked to form groups and plan to organize a chat in the virtual island, which author would they choose, and why? How would they organize their own chat on the virtual island, what would they try to do different? Activity 3: After submitting their plans they could be asked to actually implement their plans on the virtual island.
 * Application:** Activity 1: In a school library setting students can be asked first to do a research on the authors in the virtual library. They could be asked to fill out a pre-chat work sheet on the basis of their research. They could then go into the virtual world and take part in the chat. They could then be asked to do a post-chat worksheet based on what new things did they learn.
 * Name: Talat Ashai **



--Elida Madrigal --
 * Technology: Virtual Worlds**
 * Website:** []
 * Description:** A virtual world for kids ages 5-14 years. Kids create an avator that travels through different virtual lands and interact with famous historical and fictional characters. This site is allows kids to play games, undertake quests, build a home, care for a pet, and interact with friends. All while living in different themes based on literature, art, and humanities.
 * Application:** This site allows students the chance to create some writing pieces. There is an areas where they are asked to finish the story that others have started. It also helps students see the world of historical figures. This could be used in a library setting to allow students the opporunity to explore in a virtual world while connecting with history and creating writing pieces. It could be used in a library station or in a classroom after a variety of studies.



Websites: [] [] [] Description: The first website is a website describing the website, woogi world.com. Through this website, elementary students can learn character traits through the use of interactive virtual worlds and become better educated in the internet’s hidden dangers. The second website is an actual project headed by the Digiteen Dream Team. Their blog describes their experience with a group of 4th grade students and the success of the project. The third website is the actual woogi world website.

Application: I have often noticed that when going to the computer lab, teachers tend to NOT have a lesson prepared and send students to play games or surf the web without much supervision. The teacher, in fact, is also doing some surfing of her own. This website would be an excellent website for teachers to go to, instruct kids how to use it and also reinforce the character ed skills required by the district. Students are not often taught safe internet skills at home and this becomes a problem as they get older. Sophia J. Flores

Technology: Virtual Worlds


 * //Website://** [|http://www.associationofvirtualworlds.com]


 * //Description://** This is the official website of the Association of Virtual Worlds. According to the website "the Association of Virtual Worlds believes that virtual worlds represent a major information and technological revolution in how we work, play and live. The Association mission is to serve those companies and individuals who are dedicated to the advancement of this multi-billion dollar global industry and reach out to those who have not yet found virtual worlds." the website goes on to to explain the goals of the AVW and the benefits of membership. "The Association of Virtual Worlds is the first ‘virtual’ association dedicated to virtual worlds, MMORPGs, casual games, and social networks where members can enjoy the benefits of a 2D social network as well as the experience of a 3D virtual world. Here is information about the Association of Virtual Worlds, its mission, membership, advisory board, global ambassadors, virtual 3D world, meetings, conferences, publishing opportunities, business & social network, sponsorship and goals."


 * //Application://** This site is useful to explore the technology of virtual worlds, its benefits and how to use them in a school setting. Anything anyone could possibly want to know about virtual worlds and how to use them is contained in this site. Therefore, it is a good starting point for anyone interested in that specific technology but not sure where to get started.

__JENNIFER MURPHY__

[] Description: __//Second Life// is a 3D online virtual world that is “imagined, created, and owned by its residents.” The software is a free download and basic membership is free. Second Life is a collaborative virtual environment in which residents can socialize, meet other real people, go exploring, participate in events and various activities, and create and barter user-created items and services. There are no winners or losers or predefined quests to complete. It is a virtual world that has been described as a builder’s world, open to exploration and limited only by one’s creativity__ Application: __ Though this platform is geared towards adults, it has been hailed by many for its educational potential. Many colleges and universities have purchased islands within Second Life and have built virtual campuses inside. Houston ISD has made an effort to make all of there campuses college bound campuses. My campus is currently working collaboratively with the University of Houston to utilize their second life classrooms to create virtual archives of the historical neighborhood that our campus is located. This will be a joint effort between our library, art and history departments. Once this is established the virtual lessons that could be taught here are limitless.

Roger Rose

HABBO HOTEL - []  //**Description: **// This website opened in 2000 and launched in 2004 in the United States. It is geared as a “Hangout for Teens” designed for ages 13 – 18. This is a social networking website with customizable avatar in a virtual world. Guest rooms can be created and limited to specific users. The user is given a home where furniture can be earned or purchased with credits or coins. Virtual pets and special effects for your character can also be acquired. Chat rooms and games are built into this virtual hotel. This site is also used by youth organizations to educate about Internet safety, drug education, and much more through chats and room where characters are welcome to visit. The website also has a list of recommended chat rooms, popular pages and interest tags to choose from.

**//Application://** Initially this site can be used as part of a Technology Applications class; making students more familiar with virtual worlds and creating an avatar. Students could be given a rubric in which they have to visit certain rooms and make a friend and have them answer certain questions. A teacher or librarian can also create a special room for each class period where students can go in and chat on various assigned topics. Some of the existing rooms are educational and therefore would be great exploration for the students. A teacher or librarian would have to make sure they were actively monitoring student chats, because this website- although geared towards 13-18 year olds, does allow adults access.

<span style="color: rgb(0, 128, 0); font-family: Verdana,Geneva,sans-serif;">**Marianne Alves**

Specific Technology: Virtual world //**Whyville**// Web site address: []
 * Description:** <span style="font-size: 12pt; line-height: 115%; font-family: 'Times New Roman','serif';">Whyville has been voted one of the three best for youths by the International Academey of Digital Arts and Sciences. The program is designed for students age 8 to 15. The town has a newspaper, a theater and an active government. Players earn money. The game uses an international currency (clams). The game can be used to help students learn about government, the economy, the media, science and the environment, and social skills. If a player is wise and saves up money they may start their own virtual business. The game has a nutrition aspect -- supported by the University of Texas -- that includes a nutrition calculator. Player health is an aspect of the game.

Support for Whyville by the University of Texas and the Texas Workforce commission could help a librarian sell this program at the school. The nutrition aspects of the game could really help with a special school drive to eat healthy.
 * Application**: In a library setting this game could be used to help students learn about global environmental issues or to focus on good daily nutrition. Whyville could be used as a collobrative thematic unit incorporating all aspects of daily learning. As an example, the nutrition aspects of the game could be incorporating a science, language arts, math, science and social studies. Art could be incorporated into the program as players must use digital skills to build a business. The librarian could take this as an opportunity to showcase the tools in the library that support each learning area.


 * Name**: Kimberley Miller


 * Specific Technology: Virtual Worlds**

http://www.education-world.com/a_tech/techlp/techlp064.shtml


 * Description:** Students develop their understanding of Third World and First World problems and discuss issues related to the role of computer games in education.


 * Application:** Students will be arranged into two groups. The students play computer games that involve making a number of survival choices. They keep notes about their choices and the outcomes of their choices. One group will play the Stick RPG (Role Playing Game) while the other group will play the Third World Farmer game. Students play for approximately 20 minutes. Students will be arranged into pairs (one student from each group) and ask each student to tell his or her partner what happened to them in the game. Ask the class what problems they faced in the games and if they developed any strategies for being successful at the game. Have each group play the game they didn't play. Develop some of the themes from the games for a class debate.

Discuss/debate these or other questions:
 * Who do you think these games are aimed at?
 * What did you learn from these games?
 * How accurately do the games depict the two different lifestyles?
 * Does playing a game like this trivialize the actual situations?
 * Can comoputer games like these educate people and change their opinions?
 * Do these games depict stereotypes rather than realities?
 * What do you think the makers of these games wanted to achieve?
 * How would you define a Third World country?
 * What is the difference between a Third World country and a developing country?
 * Why are some countries very poor and others very rich?
 * What other political or educational computer games do you know about?
 * How good do you think these games were?
 * Did you enjoy playing them?
 * Which game do you think was better and why?
 * Would you recommend these games to a friend?

Mary Beasley



<span style="font-size: 19pt; font-family: 'Georgia','serif';"> <span style="font-size: 12pt; font-family: 'Georgia','serif';">Teen Second Life is an international gathering place for teens 13-17 to make friends and to play, learn and create. In Second Life, teens can create and customize a digital self called an "avatar," fly through an ever-changing 3D landscape, chat and socialize with other teens from all over the world, and build anything from skyscrapers to virtual vehicles. It’s more than a videogame and much more than an Internet chat program – it’s a boundless world of surprise and adventure that encourages teens to work together and use their imaginations. <span style="font-size: 12pt; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; font-family: 'Georgia','serif';">Second Life is developed by Linden Lab, a company founded in 1999 and based in San Francisco. You can read all about us at www.lindenlab.com. Linden Lab provides the technology but the Second Life residents themselves are the ones who really help shape the world and make it unique. <span style="font-size: 12pt; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; line-height: 115%; font-family: 'Georgia','serif';">Be a part of a global community of teens aged 13-17. Only teens between the ages of 13 and 17 are allowed in (there is a separate version of Second Life for adults) so other than Linden Lab’s staff, Linden Liaisons, who are there to make Teen Second Life a safe and pleasant place to be, teens will interact with other teens their own age. Occasionally we may bring in teachers for special educational projects as well. When that happens we will always let residents know who they are and what type of project they’re working on. <span style="font-size: 12pt; color: navy; line-height: 115%; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; line-height: 115%; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; color: blue; font-family: 'Georgia','serif';">[]
 * <span style="font-size: 12pt; font-family: 'Georgia','serif';">Specific Technology: ****<span style="font-size: 21pt; color: purple; font-family: 'Georgia','serif';">Teen Second Life **<span style="font-size: 21pt; color: purple; font-family: 'Georgia','serif';">
 * <span style="font-size: 12pt; font-family: 'Georgia','serif';">Description: **<span style="font-size: 12pt; font-family: 'Arial','sans-serif';">
 * <span style="font-size: 15.5pt; font-family: 'Georgia','serif';">What is Teen Second Life? **<span style="font-size: 15.5pt; font-family: 'Arial','sans-serif';">
 * <span style="font-size: 15.5pt; font-family: 'Georgia','serif';">Who Makes Second Life? **<span style="font-size: 15.5pt; font-family: 'Arial','sans-serif';">
 * <span style="font-size: 15.5pt; font-family: 'Georgia','serif';">Who is Teen Second Life for? **<span style="font-size: 15.5pt; font-family: 'Arial','sans-serif';">

<span style="font-size: 12pt; line-height: 115%; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; line-height: 115%; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; line-height: 115%; font-family: 'Georgia','serif';">Kelly Czarnecki is the youth librarian at the Public Library of Charlotte and Mecklenburg Count (PLCMC) in Charlotte, NC. In 2006, the PLCMC announced its partnership with the Alliance Library System (ALS) in East Peoria, IL to create the Eye4You Alliance, which is an island on the Teen Second Life (TSL) teen grid. Ms. Czarnecki mentions that Eye4You Alliance will offer classes on “how to run a Second Life (SL) business, among other topics, and book discussions, as well as opportunities for teens to tell their own stories” (Czarnecki and Gullet, 2007).
 * <span style="font-size: 12.5pt; line-height: 115%; font-family: 'Georgia','serif';">School Library Application: **<span style="font-size: 14.5pt; line-height: 115%; font-family: 'Georgia','serif';">


 * [] **

Author chats **: The [|Public Library of Charlotte & Mecklenburg County] (PLCMC), [|TeachingBooks.net], and [|Chicago Public Schools Department of Libraries and Information Services] are pleased to announce a very special series of three events, "Summer Author Chats," discussions that will take place in Teen ** Second Life **. These programs will give selected authors and teens the opportunity to interact online in a safe and creative way on PLCMC's virtual island, Eye4You Alliance.
 * <span style="color: rgb(255, 70, 0);">Library uses of Teen Second Life:

[]

To rub shoulders with authors—even virtual ones—is a thrill for young readers. That was the impetus behind “A Festival of Authors,” a new kind of literary happening, held February 2 in the virtual environment [|**Teen Second Life**] (TSL).

[]

<span style="font-size: 12pt; line-height: 115%; font-family: 'Georgia','serif';"> Article authors Kelly Czarnecki and Matt Gullett relate an educational use of Teen Second Life organized by Peggy Sheehy, of Suffern Middle School in Rockland County, NY. Ms. Sheehy created three islands, Suffern, Rockland, and Ramapo to share with the school's eight graders. Ms. Sheehy, who is the instructional technology facilitator, starts getting the students comfortable "in world" with activities like "creating their avatars, and learning how to move and use creation tools" (Czarnecki and Gullet, 2007). Ms. Sheehy notes, that "the same rules for behavior in school apply here" and "treating others–and their avatars–with mutual respect"(Czarnecki and Gullet, 2007). In order to get teacher on board with Teen Second Life (TSL), Mr. Sheehy established relevance to the curriculum. For instance, one social studies class that is studying immigration is building a virtual Ellis Island complete with the Statue of Liberty and Lower East Side tenements. A Math teacher asked Ms. Sheehy for help with his geometry unit; she proposed a “geo gallery” of 3-D rays, angles, and other concepts that are all rendered by students. Ms. Sheehy admits that TSL is high tech teaching but points out that the initiative also calls on traditional literacy skills –“click on select photographs with the Ellis Island project to reveal topical essays, which every student is required to write” (Czarnecki and Gullet, 2007).
 * Educational Application(s** **<span style="font-size: 12pt; line-height: 115%; font-family: 'Arial','sans-serif';">) **<span style="font-size: 12pt; line-height: 115%; font-family: 'Arial','sans-serif';">:

<span style="font-size: 12pt; color: navy; line-height: 115%; font-family: 'Arial','sans-serif';"> <span style="font-size: 12pt; line-height: 115%; font-family: 'Arial','sans-serif';">
 * [] **
 * <span style="font-size: 14.5pt; color: purple; line-height: 115%; font-family: 'Georgia','serif';">Lisa Puhala **


 * SPECIFIC: TECHNOLOGY:** Skoolaborate- virtual world with projects on teen grid of second life
 * ADDRESS of WEBSITE:** [|**http://www.skoolaborate.com/about-skoolaborate.html**]


 * DESCRIPTION OF TECHNOLOGY and USE IN SCHOOL LIBRARY SETTING:** Skoolaborate is a virtual space with global inititiative using blogs, online learning, wiki's and virtual worlds to collaborate with other students around the world to engage student learning. The projects created incorporte global ideas. The goal of Skoolaborate is to "improve the educational outcomes for all students- particularly those who are disadvantaged". This virtual space is accessed by invitation only. Background checks are performed on educators registering their groups and the focus is on students ages 13-18 years of age. Currently there are 22 schools from around the world participating. Students use technology to integrate curriculum and technology and collaborate with others in projects with global meaning.


 * HOW YOU COULD INCORPORATE IN AN EDUCATIONAL SETTING:** The collaboration of this site alone provides a learning experience for students. Students may create a museum of local culture and through collaboration add cultures of those students from around the world. In the creation of any project on skoolaborate, students gain technology experience in navigating through virtual worlds and how to collaborate with others. The directions for joining and specific projects are outlined on this site.


 * KELLI SCHUESSLER**


 * Specific Technology:** Teen Second Life
 * Address of Website:** http://www.schoollibraryjournal.com/article/CA6536669.html?q=virtual+worlds+in+school+libraries


 * Description of Technology:** Teen Second Life had a virtual "Festival of Authors". The teens could "meet" the authors, (or their avatars), chat, and even get book signings. It provided teens with the chance to meet two authors they otherwise might never get a chance meet, much less chat with. Teens between the ages of 13 and 17 may join, as well as authorized adults. They can create an avatar to their own specifications and then interact with others on the site.


 * Use in School Library Setting:** YA Books Get Second Life tells about a virtual festival of authors sponsored by teens. Teens helped create the experience and technology. It is a wonderful way to get students interested in books and authors. It would be a wonderful project for a class to present in the library.


 * Technology in Educational Setting:** Students could learn about TSL, and other technologies to promote the Festival of Authors Day. The school mentioned in the article used video programming, podcasts, and other forms of media to create the venues for authors' presentations. It would also offer great opportunities for collaborative work among students. Also it would require some research about certain authors, and the efforts to acquire their cooperation with the project.


 * Kim Taylor**