The University of Texas Pan-American
 

About Second Life:

Second Life (SL), launched by Linden Research, Inc in 2003, is a 3-D virtual environment created by its users who come from all over the world. From the moment you enter the environment you’ll discover a vast digital continent composed of people, entertainment, experiences and opportunity. The world itself is constantly changing and growing as users create and build in the environment.

SECOND LIFE AND EDUCATION:

The goal of all educators is to teach students essential skills that will help them become productive and successful members of society. Leveraging new technologies for education, particularly ones that students already use as part of their daily lives, is a key way to make learning both effective and engaging. We live in a world that is becoming more networked every day, and the Internet has grown into an essential medium for communication, socialization, and creative expression. Virtual worlds like Second Life represent the future of human interaction in a globally networked world, and students who have grown up with the Internet naturally swim in these waters. These “digital natives” eagerly embrace tools such as Instant Messaging, social networking spaces, and massively multiplayer online games. And as the students of today grow into the leaders of tomorrow, they will bring these technologies into the workplace, making their use an essential part of the future of work and business. - Daniel Livingstone & Jeremy Kemp, SLCC 2006

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