Saturday, September 13, 2014

RESOURCES:

Below, are 2 Websites that allow instructors to choose grade-specific activities, data collection, and proficientcy assessment.
I chose this website because I have used it before for lesson building and activities. Here, there are so many resources for instructors. Also, National Geographic’s ESOL, is a entertaining and educational DML tool that I suggest teachers use in their classroom.
This is a wonderful website, that helps teachers assess student progress. It is a great way to test proficiency, take data, and share with students and families, to set goals!

Monday, September 30, 2013

2D Vs. 3D

Second Life Classroom, 3D:


Adobe Connect Classroom, 2D:

Which is more appealing? Which is more comfortable? Which would be a better learning forum?

Friday, September 27, 2013

History of Second Life

Second Life is an online virtual world developed by Linden Lab. It was launched on June 23, 2003. A number of free client programs, or Viewers,[1][2] enable Second Life users to interact with each other through avatars (Also called Residents). Residents can explore the world (known as the grid), meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another. Second Life is intended for people aged 16 and over.[3]
Built into the software is a three-dimensional modeling tool based on simple geometric shapes that allows residents to build virtual objects. There is also a procedural scripting language, Linden Scripting Language, which can be used to add interactivity to objects. Sculpted prims (sculpties), mesh, textures for clothing or other objects, animations, and gestures can be created using external software and imported. The Second Life terms of service provide that users retain copyright for any content they create, and the server and client provide simple digital rights management functions.http://en.wikipedia.org/wiki/Second_Life