Second+Life

Description: is a virtual world developed by Linden labs that launched on June 23,2003 and is accessible on th internet. A client called the Viewer enables its users,called Residents, to interact with each through avatars. Residents can explore, meet other residents,socialize, participate in individual and group activities, and create and trade virtual property and services with one another, or travel throughout the world (which residents refer to as "the grid"). Second Life is for people aged 18 and over, while Teen Second Life is for people aged 13 to 17.
 * Second Life**

Publisher/Manufacturer-Linden Labs

Link []

Pricing information: Membership is free.

Application to the classroom


 * NETS*S**
 * **Creativity and Innovation** ||  ||
 * **Communication and Collaboration** ||  ||
 * **Research and Information Fluency** ||  ||
 * **Critical Thinking, Problem Solving, and Decision Making** ||  ||
 * **Digital Citizenship** ||  ||
 * **Technology Operations and Concepts** ||  ||

**NETS*T**


 * **Facilitate and Inspire Student Learning and Creativity** ||  ||
 * **Design and Develop Digital Age Learning Experiences and Environments** ||  ||
 * **Model Digital Age Work and Learning** ||  ||
 * **Promote and Model Digital Citizenship and Responsibility** ||  ||
 * **Engage in Professional Growth and Leadership** ||  ||