LIS SIM Pop
From SLIS Second Life Wiki
Nemko, M. (2008, Ahead of the curve: Simulation developer. [Electronic version]. US News and World Report,
"Whether for entertainment, training, education, or predicting the future, we enjoy and learn more if we're immersed in a subject. Governments use simulations to predict terrorist strategies. Scientists use them to predict how a synthesized molecule will work. Surgeons use them to learn a new technique without endangering patients. Corporations and, to a lesser extent, schools are moving from the instructor who attempts to keep people awake by telling anecdotes and jokes to immersive simulations of critical real-world situations. For example, Pitney Bowes had its managers trained using a simulation game called Executive Challenge, in which each team of managers was given a virtual company, and presented with a series of challenges requiring effective management skills." http://www.usnews.com/articles/business/best-careers/2007/12/19/ahead-of-the-curve-simulation-developer.html
from Karen...4/4/08
1. Bell, L., Pope, K., Peters, T., and Galik, B. (2007) Who's on third in Second Life? Online, 31(4), p. 14. NO, the title of this article does not refer to baseball. Numerous articles, blog entries, workshops, and discussions about Library 2.0 extol how important it is to get our users involved--creating, participating, and interacting with us through our library Web sites. For many librarians, it is difficult to accomplish all the Library 2.0 pieces they would like to: blogs, wikis, and other social networking technologies. For some small libraries, simply having a Web presence is challenging. If we think of the brick-and-mortar library as Library 1.0 and the interactive library Web site as Library 2.0, then what is Library 3.0 or Library 3-D? What is the library as third place, and why is it important?
2. Mangan, K. (2008). Virtual worlds turn therapeutic for autistic disorders, Chronicle of Higher Education, 54(18), p. 26. Describes how virtual worlds are being used for behavioral and social learning. The article describes how a virtual environment in Second Life, for example, can be used to teach someone how to interact or behave in social situations without fear of consequences.
3. Parker, Q. (2007). A second look at school life. The Guardian. Retrieved March 12, 2008 from http://education.guardian.co.uk/elearning/story/0,,2051195,00.html Quin Parker on the 3D computer game that is offering teenagers a new way of learning.
Interactive Performance Lab
"At IPL, we pioneer live simulation for entertainment, training, and education. We are a research and development laboratory in the Department of Digital Media at the University of Central Florida. We focus on human-to-human interactivity, supported by digital media, for the purpose of empowering participants."
http://www.iplonline.org/