BusinessCommerceFinancialPracticeModellingFrom jokaydia: Exploring Virtual Worlds and Games in EducationBusiness, Commerce, Financial, Economy Practice and ModellingSecond 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 ClassTaught 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:
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.
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.
|



