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Why Nonprofits Need to Be Early Explorers of the Metaverse

Nonprofit Tech for Good

In this early stage, the metaverse is being envisioned and portrayed as an online reality that we humans enter and experience as avatars through a VR headset, similar to the Oasis experience in the movie Ready Player One. A visit to the Second Life Marketplace can help you better understand the concept of shopping for NFTs in the Metaverse.

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My (co) article on TechSoup about Second Life and Nonprofits!

Beth's Blog: How Nonprofits Can Use Social Media

Susan Tenby and I were co-authors (our real life and avatar photos above). Technorati Tags: secondlife.

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Second Life and Communities of Practice Group Action Learning Project

Beth's Blog: How Nonprofits Can Use Social Media

Right now there's a group of us trying to do some action learning about how to facilitate virtual collaborative work and learning in Second Life. You should take a picture of all your team gathered round the box in its hiding place. When you find it take another picture with all your group and the found box in it.

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Doonesbury Comic: How Young People Are Using Social Media To Do Good

Beth's Blog: How Nonprofits Can Use Social Media

Jeff replies, "Dad, I spent the morning at my private foundation office in Second Life where my avatar raised $600 which I then took to donorschoose.org to buy textbooks for a class I adopted." Rik asks him what he's up to. Hat tip to Jon Coleman's tweet

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The One-Look Virus and Immersive Environments for Teaching and Learning

Beth's Blog: How Nonprofits Can Use Social Media

These posts have sparked some thoughtful reflections, from a folks on the Second Life Educator's List and I'm going to quote and summarize a few: The Second Life Doubter's Club. Six worlds, avatars, lots of chat and even then screens receiving video for. web geeks and cardboard cutout avatars. whenever i???

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The Tech Virtual Museum Workshop launches today!

Museum 2.0

The online platform has two parts: a website , where all projects originate, and a Second Life presence ("The Tech" in Second Life), where participants can communicate in real-time, share ideas, and build virtual prototypes. I know that Second Life can be a clunky, frustrating experience.

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(Not a) Game Friday: Virtual Worlds 101

Museum 2.0

Today, an interview with Sibley Verbeck (Hathor's his virtual name), founder/CEO of the Electric Sheep Company , which does experience design for real-world companies in virtual worlds including Second Life. Why would they want a Second Life presence? It’s a little disjointed, but the key points are: 1.

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