Second Life Remains Most Popular Platform

Educators want to be able to easily create 3-D training exercises themselves without needing the help of technologists or expert knowledge of how to build the “sets” in their chosen virtual world, according to a recent survey.

Though 47 percent of the respondents were from education, 19 percent were from the corporate sector. Second Life is the most popular platform with 39 percent respondents using it. OpenSim and Unity trail.

Of those using immersive worlds for learning, 44 percent were using them at least monthly with about 17 percent regularly using them on a daily or weekly basis and more than 58 percent on a quarterly basis. Most sessions were between 1/2 hour and two hours, matching typical lesson durations.

The top four functions rated as “vital” importance for an authoring tool for virtual worlds were the ability to “set up rules/logic for actions” (48%), “allow multiple choice questions” (40%), “can choose from a library of objects for an exercise” (39%), and be “object orientated” (select an object to set a behavior) (38%).

Source: —“Authoring Tools for Immersive Training” http://www.daden.co.uk/tools/download_files.html

Educators want to be able to easily create 3-D training exercises themselves without needing the help of technologists or expert knowledge of how to build the “sets” in their chosen virtual world, according to a recent survey.

Though 47 percent of the respondents were from education, 19 percent were from the corporate sector. Second Life is the most popular platform with 39 percent respondents using it. OpenSim and Unity trail.

Of those using immersive worlds for learning, 44 percent were using them at least monthly with about 17 percent regularly using them on a daily or weekly basis and more than 58 percent on a quarterly basis. Most sessions were between 1/2 hour and two hours, matching typical lesson durations.

The top four functions rated as “vital” importance for an authoring tool for virtual worlds were the ability to “set up rules/logic for actions” (48%), “allow multiple choice questions” (40%), “can choose from a library of objects for an exercise” (39%), and be “object orientated” (select an object to set a behavior) (38%).

Source: —“Authoring Tools for Immersive Training” http://www.daden.co.uk/tools/download_files.html

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