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Table 1. Top 25 social Netwirks, January 2009 (Source: Kazeniac, A., 2009) 2.5 Virtual Worlds A Virtual World is a computer simulated environment that enables users to interact with each other without geographical confines. Each user is represented by an avatar. This avatar may be a generic representation assigned to him or her, somewhat resemble the user (e.g., gender, hair color, etc.), or, in more complex Virtual Worlds, be completely customized according to the user's preferences. Within these persistent - the worlds are available 24/7 - simulations, users can explore, socialize, and solve collaborative challenges. Linden Lab's Second Life (SL) is currently the largest Virtual World with over 15 million accounts registered (Voyager, 2008). In addition to exploring the SL grid or socializing within communities, SL users, or residents, can create and trade virtual property and services with one another. Moreover, SL allows residents to create and shape their own world through the use of prims (primitives), or programmable objects, via the Linden Scripting Language. This makes the world particularly attractive to those who would like to create and test real-world problems (e.g., system stress tests) via simulations within the SL grid. Other virtual worlds include ActiveWorlds and Twinity. 3. USE OF WEB 2.0 TECHNOLOGIES IN IS EDUCATION Web 2.0 technologies are making their way into the IS classroom. IS instructors are finding innovative ways to use the technologies. Snurb's Blog (2005, 2006) discusses the use of Wikis and Blogs in education: The challenge is to use these
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Figure 1. Uses of Web 2.0 Technologies and Virtual Worlds in IS Education (Adapted from Scott, 2003)
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