Graphics Programs Reference
In-Depth Information
Table 3. Sharing and manipulating resources
Manipulation of
space and objects
Concurrent objects
manipulation
Instructional tools
availability
Results exporting
Croquet
yes
yes
yes
moderate
Wonderland
no
no
no
slight
Worlds
yes
N/A
N/A
no
Tixeo
yes
yes
yes
yes
I-maginer
yes
yes
N/A
yes
Active Worlds
yes
no
N/A
very good (AWEDU)
There
yes
N/A
N/A
N/A
Dive
N/A
N/A
N/A
N/A
Moove
yes
N/A
yes
N/A
Second Life
yes
yes
yes
very good
Table 4. Communication
Audio -
Conference
Video -
Conference
Streaming
Audio
Streaming
Video
Chat
Gestures
Croquet
yes
yes
no
no
no
yes
Wonderland
yes
yes
no
yes
no
yes
Worlds
yes
yes
no
yes
yes
yes
Tixeo
yes
yes
yes
N/A
N/A
yes
I-maginer
public, private
yes
yes
yes
yes
yes
Active Worlds
yes
no
no
yes
no
yes
public,
private
There
yes
no
yes
no
yes
Dive
public
yes
no
N/A
no
yes
public,
private
Moove
yes
yes
yes
yes
yes
public, private,
conference
public, private,
conference
yes, fully custom-
izable
Second Life
no
yes
yes
THeOReTICAL VALIDATION OF
SeCOND LIFe POTeNTIAL TO
SUPPORT COLLABORATIVe
e-LeARNINg SCeNARIOS
the designers' decisions can have a significant
effect on the appropriateness of the platform for
education. Regarding the design adequacy of
SL for online learning purposes, we validated
the platform's features, philosophy and policies
against the design principles presented by Bouras
et al. (2008). The principles are the following:
Since the early uses of virtual environments in
learning, researchers have tried to establish a
schema that incorporates some well known as-
pects, issues, elements and principles which should
be taken into account during the design process of
educational virtual worlds. The rationale behind
Principle 1: Design to support multiple
collaborative learning scenarios: a use-
ful tool for collaboration would support
 
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