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Free Webinar May 13: Using Second Life to Collaborate and Connect

Tech Soup

The virtual world of Second Life is a platform that is a 24/7 always-on online community where the world’s content is entirely user-generated. It's a 3-D immersive space that is used by a global audience to build experiences, offer trainings, connect with friends, and collaborate with colleagues. This free webinar on May 13 at 11 a.m.

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Second Life Education Programs in NY Times, Goes Open Source, and other tidbits

Beth's Blog: How Nonprofits Can Use Social Media

Photo from Kate in Flickr Social Signal Open House in TechSoup Office last week I'm playing catch up here on a bunch of Second Life stuff happening over the past week that I didn't want to let slip through my fingers: Social Signal held an open house in Second Life to welcome their new virtual worlds manager, Catherine Winters , to Social Signal.

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Level Up and Change the World: Gamification Apps

Tech Soup

NYC Haunts is a mobile game created by the Global Kids Online Leadership Organization in a partnership with the New York Public Library. Created by local NYC students, this game is designed to be played in and around city libraries and teaches players how to use library resources.

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NpTech Tag Roundup: Election Day, NPTech Blog Chatter, and Tool Talk

Beth's Blog: How Nonprofits Can Use Social Media

Finally, this comes from a library techie, but I'm sure that nonprofit techies might agree with the advice, " How To Keep Techies Happy " Marketing, Knowledge Management, and Evaluation Somehow there is a connection between these areas and David Wilcox puts his finger on it with his posts ( here , here , and here ).

Nptech 50
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The Birth of a Field: Digital Media and Learning

Beth's Blog: How Nonprofits Can Use Social Media

That's my avatar, I'm live blogging from Second Life. From my office in the Boston, I teleported myself into the Virtual World of Second Life and headed straight for the New Media Consortium virtual campus where I joined about 65 other avatars representing educators from all over the world (even Austrailia where it was 3:00 a.m.

Digital 50
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Trust Me, Know Me, Love Me: Trust in the Participatory Age

Museum 2.0

Museums (and libraries) are trusted sources of information. Books are a distant second at 61%, and a majority of Americans find print and broadcast media and the Internet to be not trustworthy." Books are a distant second at 61%, and a majority of Americans find print and broadcast media and the Internet to be not trustworthy."