Second Life, a virtual world platform
Game appsListeningSpeakingStudent
Description: 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 into 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.
Skills:
Listening,
Speaking,
Usability and tech notes ▼
Time efficiency Time needed to learn how to use a tool and its time-saving potential: 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 What data does the tool collect and why? What security measures are there? GDPR compliant? : 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 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. It also mentions that users can withdraw consent, particularly for 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 Can work be saved for future use?: Yes.