BusinessCommerceFinancialPracticeModelling

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Business, Commerce, Financial, Economy Practice and Modelling

Second Life has a real economy and currency exchange making it possible to experiment with running businesses and engaging in economics modelling in a low-risk environment.

Explore the projects below or Return to the Educational Uses of Second Life Homepage.


Digital Entertainment and Society Class

Taught by Dioselin Gonzalez, a lecturer in Digital Entertainment Technology at Nanyang Polytechnic in Singapore in 2006, the Digital Entertainment and Society class used Second Life to explore the gaming industry and develop a business model.

As part of the course, students were asked to complete an assignment which required teams to:

  1. Pick a current trend on the video game industry,
  2. Use any brainstorming tool to create an in-world game that deals with the chosen trend,
  3. Design the game’s business model using Linden dollars, and develop a prototype.
  4. Do a SWOT analysis of the designed commercial game.

Presentations and assessment of the students game prototypes were conducted in Second Life. Ideas presented included an alternate reality game, Second Life Amazing Race, and a multiuser distributed music game.

To find out more, read a paper by Dioselin Gonzalez - 'Second Life for Digital Entertainment Technology Education' (PDF), read the article 'Poly students turn 'avatars' in Second Life' or check out the class website.


Really Engaging Accounting

Robins Hermano aka Steven Hornick uses Second Life to teach a financial accounting course at the University of Central Florida titled Really Engaging Accounting (SLurl). The aim of the project is to engage students in what is normally a very non-engaging course and ensure they develop basic accounting literacy.

During the course, Second Life is used asynchronously to help students learn basic concepts related to the accounting equation: Assets = Liabilities + Stockholders Equity; to learn how to manipulate the equation using debits and credits; and to become debits and credits themselves as part of the T-Account Game. They also participate in weekly web-based lectures and other web-based learning.

Taught since the fall of 2007 when class size averaged 250, in 2008 class size was close to 900 students, with 75-80% of them completing assignments in Second Life.

For further information visit the Really Engaging Accounting blog, view a presentation about the Really Engaging Accounting Project on Slideshare, read an overview of one of the 3D tools created for the course - the 3D Interactive Accounting Model or watch videos from the project on Vodpod.

 

 

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This page was last modified on 24 October 2009, at 03:41. This page has been accessed 869 times.