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Second Life

Principal function(s): Game appsWhole classStudentYou SupplyWebsite/other users supply

Second Life is a virtual world platform where users can create 3D avatars and interact with others in a digital environment resembling real life. Users can explore, socialise, build, trade, and participate in various activities within the platform. Signing up for an account is required to access and use Second Life. It was developed by Philip Rosedale, the founder of Linden Lab. Evaluation: Second Life can be a useful and engaging tool for learners to immerse themselves in a virtual environment where they can keep practicing their target language. Teachers can create their own virtual world and invite students to join, hence bolstering immersive teaching, active participation, and experiential learning. It does take some time to create an avatar and configure the right setup. It is important to create a safe space for education since otherwise other users could start undesired interactions with students. Advanced IT knowledge is required to incorporate Second Life into a language learning curriculum in a fruitful way.

Cost: Free with registration + paid options available.

Website: http://secondlife.com/

  

Categories

Type Of Interaction

  • Individual work

Skills

Content

  • Website/other users supply
  • You supply

Usability

Interface User-friendliness/complexity of the tool´s interface

Intuitive.

Time efficiency Time needed for mastering the „how-to“ of the tool and a production of a task

Low; it takes time to create a character and configure an educational setting.

Interface language(s) The number of languages in which the tool is currently available/adaptable to

English + 8 other languages

Respect for privacy Does the tool require registration? Who can see my data? Can I remain anonymous?

Medium. Linden Lab, Second Life’s developer, collects various types of personal information such as first and last name, postal address, e-mail address, telephone number, username, and/or image (optional) when creating an account. The platform uses chats and forums that are accessible by other users or the public, so it is important to consider this when sharing information. It also collects cookies for different purposes, among which is marketing. Its privacy policy mentions the implementation of technical, physical, and organisational security safeguards to protect personal information. Second Life acknowledges users’ rights to correct, delete, or limit the use of certain data, together with withdrawing consent from marketing communications. Second Life has another, more stringent privacy policy for young adults, that is teenagers over 16 years old. Linden Lab complies with the GDPR. See more here.

Saving work for future use Possiblity to save your or others´ work for reuse/reproduction

Yes.

Tailorability (If so, how?) Possibility of the tool to be used for a range of different activities (e.g. to what extent you can organize a project assignment with a central activity based on this tool)

Medium; Second Life can be adapted as a language learning tool with the right educational setting, and used with different pupils at different levels.

Interactivity

Engagement

Collaboration

Communication

Technical requirements

Installation required?

Yes.

Compatibility/ Operating System

Windows, Mac, Linux

Other technical requirements