GK Second Life Curriculum Level 4

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Global Kids' Second Life Curriculum LESSON PLANS – LEVEL 4

Global Kids' Second Life Curriculum. Fall, 2007. Š2007.

Global Kids, Inc. 137 East 25th Street, 2nd Floor, New York, NY 10010 Phone: 212-226-0130 Email: info@globalkids.org ABOUT GLOBAL KIDS, INC. Founded in 1991, Global Kids aims to educate and inspire urban youth to become successful students, community leaders, and global citizens. Through dynamic, content-rich learning experiences grounded in a youth development approach, Global Kids participants develop the knowledge, skills, and values necessary for effective citizenship and success in the sophisticated workplace of the 21st Century. Annually, Global Kids reaches over 19,000 youth and 1,000 educators through its youth and professional development programs, and several million others through its Online Leadership Program. Over 90% of the seniors in Global Kids Leadership Program graduate from high school and go on to college and receive financial aid.


FOREWORD Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement. Global Kids’ Online Leadership Program integrates a youth development approach and international and public policy issues into youth media programs that build digital literacy and STEM skills, foster substantive dialogues, develop resources for educators, and promote civic participation. In 2006, following research into the educational potential of virtual worlds, Global Kids became the first non-profit to develop a dedicated space for conducting programming in the virtual world of Teen Second Life (TSL). This work has been made possible through funding by or partnerships with the MacArthur Foundation, UNICEF, the U.S. Holocaust Memorial Museum, the Field Museum, IBM, the Motorola Foundation, the Robert Wood Johnson Foundation, Ashoka’s Youth Ventures, the Microsoft Corporation, and a variety of school and after-school programs, amongst others. More specifically, Global Kids conducts intensive leadership programming for youth, bringing teenagers from its New York-based programs into the virtual world, working with youth already involved with TSL, and collaborating remotely with youth organized through schools, museums, and libraries. Global Kids works with adults as well, conducting programs within Second Life on a range of issues, streaming the audio and video of major events and conferences into Second Life, and offering a range of professional development services, such as managing RezEd.org, the hub for learning and virtual worlds. Global Kids’ Second Life Curriculum is a key component of Global Kids professional development services. They cover everything an educator or student would need to know to use Second Life, whether on their own or within an educational setting. At the same time, it teaches global literacy skills. Components of the curriculum can be used as hand-outs to develop specific Second Life-specific skills or within a broader educational program designed to teach such subjects as science, filmmaking or literature. The curriculum is composed of nine sequential “levels.” Each level is composed of modules which, in turn, are composed of individual lesson plans or “missions”. In total there are 163 missions. We offer these missions under a Creative Commons license (attribution-noncommercial-share alike) and encourage educators to adapt this curriculum in any way they see fit, but to always give credit to Global Kids and to share significant changes or best practices with other professionals implementing the curriculum at RezEd.org. Building on its nationally recognized approach to using virtual worlds to promote global awareness and civic engagement, Global Kids offers services to nonprofits, educational organizations, and other institutions interested in using Second Life and other virtual worlds to extend their work. While Global Kids is proud to offer Global Kids’ Second Life Curriculum for free to all qualified educational institutions, Global Kids can be retained to adapt it for specific uses or train others in its use. More information can be found at GlobalKids.org/?id=50. To download additional copies of the curriculum, please visit GlobalKids.org/?id=117.

This curriculum was developed by Global Kids Staff and co-produced with Cathy Arreguin. We are grateful to Kate Farrell, Sean Farrell, Blueman Steele, Jeremy Koester, Ross Perkins, Jonathan Richter, John Wallace, the Second Life Educators Listserv, and countless beta testers.


TABLE OF CONTENTS

STANDARDS

Learning Standards addressed in this curriculum BUILDING: ADDITIONAL FEATURES

Module Overview 4-1.0 Introduction 4-1.0.1 Learning Standards addressed in this module 4-1.0.2 Action Plan

Paramaters 4-1.1 Introduction 4-1.1.1 Instruction 4-1.1.2 Practice 4-1.1.3 Action Plan

Flexi Prims 4-1.2 Introduction 4-1.2.1 Instruction 4-1.2.2 Practice 4-1.2.3 Action Plan

Adding Light 4-1.3 Introduction 4-1.3.1 Instruction 4-1.3.2 Practice 4-1.3.3 Action Plan

About Sculpted Prims 4-1.4 Introduction 4-1.4.1 Instruction 4-1.4.2 Practice 4-1.4.3 Action Plan

GETTING AROUND: MAP AND MINI-MAP

Module Overview 4-2.0 Introduction 4-2.0.1 Learning Standards addressed in this module 4-2.0.2 Action Plan

An Introduction 4-2.1 Introduction 4-2.1.1 Instruction 4-2.1.2 Practice 4-2.1.3 Action Plan

The World Map - Regions 4-2.2 Introduction 4-2.2.1 Instruction 4-2.2.2 Practice

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4-2.2.3 Action Plan

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World Map Legend

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4-2.3 Introduction 4-2.3.1 Instruction 4-2.3.2 Practice 4-2.3.3 Action Plan

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Zooming and Moving the World Map 4-2.4 Introduction 4-2.4.1 Instruction 4-2.4.2 Practice 4-2.4.3 Action Plan

Landmarks, Friends and Search 4-2.5 Introduction 4-2.5.1 Instruction 4-2.5.2 Practice 4-2.5.3 Action Plan

Location Coordinates 4-2.6 Introduction 4-2.6.1 Instruction 4-2.6.2 Practice 4-2.6.3 Action Plan

Making a SLURL

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4-2.7 Introduction 4-2.7.1 Instruction 4-2.7.2 Practice 4-2.7.3 Action Plan

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TELEPORTING & LANDMARKS

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Module Overview: Getting Around 4-3.0 Introduction 4-3.0.1 Learning Standards addressed in this module 4-3.0.2 Action Plan

Set Home 4-3.1 Introduction 4-3.1.1 Instruction 4-3.1.2 Practice 4-3.1.3 Action Plan

Landmarks 4-3.2 Introduction 4-3.2.1 Instruction 4-3.2.2 Practice 4-3.2.3 Action Plan

Teleporting 4-3.3 Introduction 4-3.3.1 Instruction 4-3.3.2 Practice 4-3.3.3 Action Plan

TEXTURES: BEYOND THE BASICS

Module Overview

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4-4.0 Introduction 4-4.0.1 Learning Standards addressed in this module 4-4.0.2 Action Plan

Fixing Flicker 4-4.1 Introduction 4-4.1.1 Instruction 4-4.1.2 Practice 4-4.1.3 Action Plan

Shiny and Bumpy 4-4.2 Introduction 4-4.2.1 Instruction 4-4.2.2 Practice 4-4.2.3 Action Plan

Light and Shadow 4-4.3 Introduction 4-4.3.1 Instruction 4-4.3.2 Practice 4-4.3.3 Action Plan

Finding and Uploading a Texture 4-4.4 Introduction 4-4.4.1 Instruction 4-4.4.2 Practice 4-4.4.3 Action Plan

Using Textures Wisely and Well 4-4.5 Introduction 4-4.5.1 Instruction 4-4.5.2 Practice 4-4.5.3 Action Plan

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Standards The following is a list of standards from the McRel Learning Standards, as well as 21st Century Skills, which you can expect the modules of this curriculum to address. This list is a collection of the most common and frequent standards met in each module. In each module’s overview you will find a more comprehensive list of standards addressed within that module. Along with the following standards, many modules will also address the areas of math, engineering, the arts, geography, civics, behavioral studies, and life work.

Learning Standards addressed in this curriculum McRel Learning Standards: URL

⇒ http://www.mcrel.org/compendium/browse.asp

o Language Arts – Writing – Uses the stylistic and rhetorical aspects of writing - Uses a variety of techniques to convey a personal style and voice (e.g., stream of consciousness, multiple viewpoints) o Language Arts – Listening and Speaking – Uses listening and speaking strategies for different purposes - Adjusts message wording and delivery to particular audiences and for particular purposes (e.g., to defend a position, to entertain, to inform, to persuade) o Arts and Communication – Understands the principles, processes, and products associated with arts and communication media o Behavioral Studies – Understands that group and cultural influences contribute to human development, identity and behavior. o Technology – Understands the relationships among science, technology, society, and the individual - Observes common courtesies and acceptable use policies while telecomputing o Technology - Knows the characteristics and uses of computer hardware and operating systems - Knows features and uses of current and emerging technology related to computing o Working with Others – Displays effective interpersonal communication skills - Knows strategies to effectively communicate in a variety of settings (e.g., selects appropriate strategy for audience and situation) 21st Century Student Outcomes: URL

http://tinyurl.com/ys5fnx

o Learning and Innovation Skills – Creativity and Innovation o Learning and Innovation Skills – Communication and Collaboration o Information, Media and Technology Skills – ICT (Information, Communications and Technology) Literacy o Life and Career Skills – Social & Cross-Cultural Skills Global Kids Professional Development Curriculum - Level 4

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Building: Additional Features Module Overview LEVEL: 4 MODULE: BUILDING: ADDITIONAL FEATURES – OVERVIEW

4-1.0 Introduction You are now well on your way to creating whatever you can dream up! There are just few more building features that can make your creations really pop. Did you know that you can make a prim wiggle like jello or light up the area around it? You can also create a prim that can be walked through, or can fall to the ground or even disappear after a short time.

4-1.0.1 Learning Standards addressed in this module McRel Learning Standards: URL

⇒ http://www.mcrel.org/compendium/browse.asp

o Language Arts – Writing: Uses the stylistic and rhetorical aspects of writing - Uses a variety of techniques to convey a personal style and voice (e.g., stream of consciousness, multiple viewpoints) o Engineering Education – Understands elements of planning construction projects – Understands the steps involved in designing construction projects (e.g., planning, generating layouts, developing drawings with measurements and details of construction considering constraints, selecting materials) o Mathematics – Understands and applies the basic and advanced properties of the concepts of geometry - Uses properties of and relationships among figures to solve mathematical and real-world problems o Mathematics – Understands and applies basic and advanced properties of the concepts of measurement - Uses unit analysis to solve problems involving measurement and unit conversion (e.g., between metric and U.S. customary systems, foreign currency conversions) 21st Century Student Outcomes: URL

http://tinyurl.com/ys5fnx

o Learning and Innovation Skills – Creativity and Innovation o Information, Media and Technology Skills – ICT (Information, Communications and Technology) Literacy Global Kids Professional Development Curriculum - Level 4

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o Life and Career Skills – Social & Cross-Cultural Skills POWER-UP: (What you will learn) By the end of this module, you will have the following power(s): o Changing qualities of objects so that they can disappear, be walked through or fall to the ground o Making objects that are flexible o Modifying objects so that they give off light o Using sculpted prims You will demonstrate your new powers by: o Creating a variety of objects that wiggle, flop, light up and even disappear! o Rezzing and modifying complex prims (sculpted prims) Do you have these powers already? Skip ahead to the ACTION PLAN section below. PREVIOUS KNOWLEDGE: (What you need to know to learn this power) Before learning this power, you need to have completed the following levels/modules: o Levels 1-3 MATERIALS: Item

Location

Sculpted prim textures

Inventory > Library > Textures

4-1.0.2 Action Plan

TERMS: Parameter: A characteristic or quality of a prim. Flexi prim: A regular prim that has special characteristics making it appear flexible. Phantom prim: A regular prim that can be walked or flown through. Physical prim: A regular prim that falls to the ground when positioned above the land.

Before you begin any missions, let’s see if you’ve already developed any of these powers. If you can complete the following activity successfully, you can skip this module! If not, complete the missions and learn how to do it.

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TAKE ACTION: Flags represent many of the ideas, values and events countries and other groups of people hold dear. If you were going to make a flag that represented you, what would be on it? Using all the skills you’ve learned so far, make a flag that represents you! Use the flexi controls to make your flag flap in the wind. Use the light controls to light up your flag during the night! You may use other skills you already know to build, stage and take a snapshot of what you would like as a texture on your flag. SHOWING OFF YOUR NEW POWER: Why did you choose the images on your flag? What do they represent? Blog it!

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Building: Additional Features Paramaters LEVEL: 4 MODULE: BUILDING: ADDITIONAL FEATURES – MISSION 1

4-1.1 Introduction Have you ever wished you could fly through the roof or walk through a wall? What about making an object that just disappears after a minute? You can do all that and more just by selecting some easy-to-use building features called parameters.

4-1.1.1 Instruction In Second Life building, a parameter defines a quality or characteristic of a prim. You can set a prim so it cannot be moved. You can also set it so that it falls to the ground, can be walked through or disappears. Let’s practice these easy features now.

4-1.1.2 Practice TRY THIS: Step 1: Finding the object parameter controls The object parameter controls are located in the Object tab. Edit Window > Object Tab > Object Parameters TRY THIS NOW: Find the object parameters. Notice that they are unchecked. Step 2: Locking an object Choosing the Locked parameter prevents an object from being accidentally moved or changed while building. It’s very useful when building a complex object or when building with others. TRY THIS NOW: Rez a prim. Choose Locked from the object parameters. Try to move it! Global Kids Professional Development Curriculum - Level 4

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Step 3: Making an object physical Selecting the Physical parameter makes an object that looks like it responds to gravity. If it is rezzed in the air, it will fall to the ground! TRY THIS NOW: Rez a prim and choose Physical from the object parameters. Position it so that it is in the air above the ground. Close the Edit window and watch it fall! Step 4: Making an object temporary A Temporary object will disappear one minute after it rezzes. This feature can be great for special effects, like fireworks, or when you want to quickly show someone an object. You could even use a temporary prim as a stopwatch! TRY THIS NOW: Rez a prim and check the Temporary parameter. After one minute, you should see it disappear. Step 5: Making an object phantom An object that is Phantom can be moved through. If a wall is Phantom, you can walk through it! TRY THIS NOW: Rez a prim and stretch it so it’s larger than your avatar. Select Phantom from the object parameters. Now walk or fly through your prim!

4-1.1.3 Action Plan SHOWING OFF YOUR NEW POWER: These parameters are easy to use. You can even combine them! Could any of your previous creations use these features? Go modify them!

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Building: Additional Features Flexi Prims LEVEL: 4 MODULE: BUILDING: ADDITIONAL FEATURES – MISSION 2

4-1.2 Introduction Flapping flags and swirling skirts. What do these have in common? Flexi prims!

4-1.2.1 Instruction Flexi prims are regular prims that have flexible characteristics. They can seem to droop with gravity or sway with the wind. The flexi controls are easy to use and experiment with. Let’s get started!

4-1.2.2 Practice TRY THIS: Step 1: What is a flexi prim? Flexi prims: o Can be made from any prim based on a cube or cylinder shape. o Are always phantom. o Cannot be physical. TRY THIS: Rez at least six cube or cylinder based shapes. Stretch each one so that it is taller than your avatar. You will change each one as you explore the different ways an object can become flexible! Step 2: Making a prim flexible The Flexi controls are located in the Edit window in the Features tab. Edit Window > Features Tab > Flexible Path Checking the Flexible Path box will make a prim flexible. TRY THIS: Edit a prim to make it flexible. You will see each flexible feature is preset with specific numbers. Global Kids Professional Development Curriculum - Level 4

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Step 2: Softness The Softness feature controls how soft, or floppy, a prim will appear. TRY THIS: Edit one of your prims and make it flexible. Practice changing the level of Softness. The higher the number, the softer the prim. Move your prim around to really see how soft it looks. Step 3: Gravity This control determines how much a prim will respond to gravity. A high number will make your prim slump over. You can even choose negative numbers if you want an object to have mysterious anti-gravity qualities! TRY THIS: Edit another prim and practice changing only the Gravity setting. Step 4: Drag Drag is the amount of air friction on an object. An object with low drag will wiggle like crazy! A high amount of drag will allow an object to sway gently. TRY THIS: Edit a prim and change the amount of Drag. Step 5: Wind The Wind settings determine how much a prim will react to the Second Life wind. Picture a wind sock or flag that changes direction with the wind. TRY THIS: Edit a prim and change the Wind settings. Try rotating and changing the position of the prim to see how it reacts to the wind. Step 6: Tension The Tension control adjusts the amount of springiness in a flexi prim. The lower the number, the springier it will be. TRY THIS: Change the amount of Tension in a prim. You may need to move it around to notice the change. Step 7: Force X, Y and Z Remember the axis directions? Global Kids Professional Development Curriculum - Level 4

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Red: X axis - Green: Y axis - Blue: Z axis Increasing the Force of an axis makes the prim flop along that axis. TRY THIS: Edit a prim and change the amount of Force along each axis. Notice how the prim aligns itself along an axis as you increase the number.

4-1.2.3 Action Plan SHOWING OFF YOUR NEW POWER: Combining the Flexi controls can give you many different results. Experiment!

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Building: Additional Features Adding Light LEVEL: 4 MODULE: BUILDING: ADDITIONAL FEATURES – MISSION 3

4-1.3 Introduction You already know how to make an object glow from within using the Fullbright feature. What if you could make an object give off light like a light bulb? The Light feature allows you to do that!

4-1.3.1 Instruction You can set an object to emit, or give off, light by using the Light feature. Just like a light bulb, it can be dim or bright.

4-1.3.2 Practice TRY THIS: Step 1: Changing day to night To really see light effects, the Second Life time of day should be Midnight. You can force the time of day by using the Force Sun feature. This will only affect how you see the area around you. World > Force Sun > Midnight TRY THIS NOW: Force Sun to Midnight. When you are done with this mission, you can use the same feature to change the sun back using Revert to Region Default. Tip: This effect only lasts until you log out of Second Life.

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Step 2: Making a prim have light The Light controls are located in the Edit window in the Features tab. Edit Window > Features Tab > Light Checking the Light box will make a prim emit light. TRY THIS NOW: Rez a prim and select Light. You will see each feature is preset with specific numbers. Step 3: Setting a light’s color Changing a light’s color will not change the color of the prim, only the light it is emitting. To change a light’s color, click on the white box to bring up the Color Picker window. TRY THIS NOW: Change the color of the light coming out of the prim you rezzed in Step 2. Step 4: Setting a light’s intensity A light’s Intensity refers to how brightly it shines on other objects nearby. The higher the number, the more intense its light. TRY THIS NOW: Change the light intensity of a prim. Step 5: Setting a light’s radius A light’s Radius is the distance a light shines. A low number will cast light for a small area such as around a campfire. A high number allows the light to travel as much as 20 meters. TRY THIS NOW: Change the light radius of a prim. Step 6: Setting a light’s falloff Falloff refers to how fuzilzy or sharply a light ends. A light with a low Falloff number will very gradually fade away. TRY THIS NOW: Change the light falloff of a prim. You will be able to notice this effect much more if the light also has a high intensity.

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Tip: Although you can set how far a light can travel, you cannot set its direction. You can use Radius and Falloff to make sure your light effect stays just in the area you want it to.

4-1.3.3 Action Plan SHOWING OFF YOUR NEW POWER: Adding subtle light effects can add drama and mystery to an object. Try setting out a few lights and see how the look of an object changes – especially at night. Tip: You can add lights even if the prim itself is transparent!

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Building: Additional Features About Sculpted Prims LEVEL: 4 MODULE: BUILDING: ADDITIONAL FEATURES – MISSION 4

4-1.4 Introduction Sculpted prims are new and special kinds of prims that are actually created outside of Second Life. Although you cannot create them inworld, you can use and modify them to add complex and interesting shapes to your builds.

4-1.4.1 Instruction In previous building modules, you may have noticed Sculpted as a prim type listed in the drop down Building Block Type menu. Sculpted prims are created using 3-D modeling programs and then imported into Second Life. You are given a few sculpted prims in your Inventory. Others are for sale or given as freebies throughout Second Life. Because they are very complex, one sculpted prim can take the place of an object made of many prims. You cannot twist or carve a sculpted prim, but you can change its size, position and rotation.

4-1.4.2 Practice TRY THIS: Step 1: Finding sculpted prims Sculpted prims are made up of two textures: o The Sculpt texture determines the shape of the prim. o The Surface texture is the graphic or image on the outside of the prim. Examples of both kinds of textures can be found in your Inventory: Inventory > Library > Textures > Sculpt Textures > Sculpt and Surface Textures

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Step 2: Creating a sculpted prim shape All Sculpted prims begin as spheres. After rezzing a sphere, choose Sculpted from the Building Block Type drop down menu. A Sculpt Texture Picker will appear. Click on it to choose a Sculpt Texture for the shape of your object. You will also be able to position, rotate and stretch the sculpted prim. TRY THIS NOW: Rez a sphere and change its shape to Sculpted. Open the Sculpt Texture Picker and choose Apple from the folder of Sculpt Textures in your Library. Step 3: Texturing a sculpted prim Sculpted prims can be textured just like regular prims. However, because their shapes are more complex, textures may look different and need to be adjusted. You have textures in your Library specially created to match the Sculpted prim shapes provided for you. They are in a special folder: Surface Textures. TRY THIS NOW: With your apple shape in Edit, select the Texture tab and choose Apple from the Texture Picker. You should now have a very realistic apple! You also have Sculpt and Surface textures to make a number of different fruits. If you have a moment, make a plateful!

4-1.4.3 Action Plan TAKE ACTION: Flags represent many of the ideas, values and events countries and other groups of people hold dear. If you were going to make a flag that represented you, what would be on it? Using all the skills you’ve learned so far, make a flag that represents you. Use the flexi controls to make your flag flap in the wind. Use the light controls to light up your flag during the night!

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You may use other skills you already know to build, stage and take a snapshot of what you would like as a texture on your flag. SHOWING OFF YOUR NEW POWER: Why did you choose the images on your flag? What do they represent? Photoblog it!

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Getting Around: Map and Mini-Map Module Overview LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – OVERVIEW

4-2.0 Introduction The world of Second Life is bigger than you think, and growing every day! In order to explore you’ll need to learn how to use the Map, find yourself on it, and learn how to travel to other places within the world.

4-2.0.1 Learning Standards addressed in this module McRel Learning Standards: URL

⇒ http://www.mcrel.org/compendium/browse.asp

o Technology – Understands the relationships among science, technology, society, and the individual - Observes common courtesies and acceptable use policies while telecomputing o Geography – Understands the characteristics and uses of maps, globes, and other geographic tools and technologies - Knows the characteristics and uses of geographic technologies o Geography – Understands the concept of regions - Understands how regional boundaries change (e.g., changes resulting from shifts in population, environmental degradation, shifts in production and market patterns, wars) o Behavioral Studies – Understands various meanings of social group, general implications of group membership and different ways that groups function 21st Century Student Outcomes: URL

http://tinyurl.com/ys5fnx

o Learning and Innovation Skills – Creativity and Innovation o Information, Media and Technology Skills – ICT (Information, Communications and Technology) Literacy

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POWER-UP: (What you will learn) By the end of this module, you will have the following power(s): o Using the Mini-Map to travel within Second Life o Opening and reading the World Map o Locating popular places, events, and land for sale using the World Map o Locating friends on the World Map o Traveling to a destination using landmarks or coordinates o Creating and using a SLURL You will demonstrate your new powers by: o Locating and meeting other avatars on the Mini-Map o Using the World Map to figure out which region you are in o Exploring Events, Popular Places, Infohubs and Telehubs on the World Map o Locating a friend on the World Map, or using a landmark to travel on the World Map o Discovering and using the coordinate system for travel within the World Map o Creating a SLURL and sharing it with a real life friend! Do you have these powers already? Skip ahead to the ACTION PLAN section below. PREVIOUS KNOWLEDGE: (What you need to know to learn this power) Before learning this power, you need to have completed the following levels/modules: o Levels 1, 2 and 3 MATERIALS: Item

Location

No special materials needed

4-2.0.2 Action Plan Before you begin any missions, let’s see if you’ve already developed any of these powers. If you can complete the following activity successfully, you can skip this module!

Global Kids Professional Development Curriculum - Level 4

TERMS: Region: One 256 x 256 meter (65,536 sq.m.) of virtual land. This is sometimes referred to as a sim by many residents. Teleport: A method of direct and immediate travel from one location to another within Second Life. SLURL: A direct teleport link in text form to locations in Second Life, which can be used through the web or email.

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If not, complete the missions and learn how to do it. TAKE ACTION: Using the World Map, locate a Popular Place. Visit this location and explore. What do you think makes this location so popular, and what does that tell you about the population of this world? If you like this location, make a SLURL and send it to a friend via email. Have them meet you in SL to explore this location together!

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Getting Around: Map and Mini-Map An Introduction LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 1

4-2.1 Introduction There are two ways to find your way around the world of Second Life. The World Map is a resizable map of the entire Second Life world while the Mini-Map is a smaller view of wherever you are located First you will explore the Mini-Map, and we will then move on to the larger World Map.

4-2.1.1 Instruction The Mini-Map is useful for finding your way around the world, as well as finding other avatars. It shows only the region you are in, along with the neighboring regions. Your avatar is a small yellow dot. Other avatars in the area are small green dots.

4-2.1.2 Practice TRY THIS: Step 1: Locating and viewing the Mini-Map The Mini-Map may already be visible at the top right corner of your screen. If not, you can open and close the Mini-Map using the Mini-Map button at the bottom of your screen. TRY THIS NOW: Open the Mini-Map. Step 2: Locate yourself and others on the Mini-Map On the Mini-Map you many notice several marks: o Yellow dot – That’s you! o Green dot – that’s another avatar o Green ‘T’ shape – that’s also another avatar – but the T means the avatar is at a higher elevation than you. Global Kids Professional Development Curriculum - Level 4

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o Green upside-down ‘T’ shape – you guessed it! Another avatar, but this one is lower than you in elevation. TRY THIS NOW: Locate yourself now on the Mini-Map. Fly or walk around a bit and notice that the Mini-Map will stay centered on your yellow dot. Notice how others turn from dots, to ‘T’ shapes, or upside-down ‘T’ shapes. Spin your avatar around some. Notice that the Mini-Map can be used as a compass, as directional indictors (N, S, E, W) move with the map as you turn. Step 3: Zooming and resizing the Mini-Map Want to see more of the world? The Mini-Map can be zoomed out a bit. You can also resize the Mini-Map window a little to see more. TRY THIS NOW: Try pointing your mouse at the Mini-Map. If you have a mousewheel you can zoom in and out by scrolling the wheel. Next, try right clicking the Mini-Map and select from three available zoom levels. Lastly drag the bottom right corner of the Mini-Map to resize the window to a larger or smaller size.

4-2.1.3 Action Plan SHOWING OFF YOUR NEW POWER: Try locating other avatars using the Mini-Map. Select a green mark as your goal, and find that avatar! Remember, you might have to fly up higher or down lower as you approach the avatar. Don’t forget to use your new communication skills to introduce yourself once you DO find your new friend!

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Getting Around: Map and Mini-Map The World Map - Regions LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 2

4-2.2 Introduction You’ve learned how to find your way around using the Mini-Map, but there is so much more to the world. The World Map is a resizable map of the entire Second Life world! Perhaps you can think of your Mini-Map as your compass, while the World Map is your atlas.

4-2.2.1 Instruction The World Map will show all of the regions of the world that you can visit. Some regions are connected to form larger land masses, while others stand alone as islands. You are going to explore the World Map and learn a little about the geography of your new world!

4-2.2.2 Practice TRY THIS: Step 1: Opening the World Map There are two easy ways to open the World Map. You can either: o Double click on the Mini-Map o Click the Map button at the bottom of your screen (ctrl+M) TRY THIS NOW: Try both methods. Leave the World Map open for the next step. Step 2: Locating regions on the World Map Now looking at the World Map, you can see that each region is square-shaped and has an individual name (located at the bottom left of the region’s space). Each region represents 65,536 sq. m. of virtual land.

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TRY THIS NOW: Locate yourself on the World Map (you should see the familiar yellow dot from the Mini-Map). What is the name of the region you are located in? Step 3: World Map hover tips Hover your mouse over a space on the World Map. You can now see the name of that region and how many avatars are currently visiting that region. Step 4: Objects and terrain tabs

Locate the two tabs at the top of your World Map window labeled Objects and Terrain. The default tab is the Objects tab, which shows the terrain of the land along with any objects visible from a top-down view of the land. The Terrain tab will more simply show you only the land. Try switching between the tabs. Which view do you prefer?

4-2.2.3 Action Plan SHOWING OFF YOUR NEW POWER: Want some extra practice? Try this: Open the World Map and locate your avatar (you should recognize the yellow dot from the MiniMap). Find out the name of the region you are in, and how many other avatars are currently visiting.

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Getting Around: Map and Mini-Map World Map Legend LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 3

4-2.3 Introduction You may have noticed that the World Map can look very cluttered. It might have many colors and icons scattered over it. The World Map can be a very powerful tool when you learn what each of these icons means. You will learn how to use the World Map to locate important and interesting locations within Second Life.

4-2.3.1 Instruction The top right section of the World Map window contains a Legend, or map key. You will recognize the familiar yellow and green dots from the Mini-Map to show yourself and your fellow avatars. In addition, there are icons to designate popular and important locations and events, as well as land that is for sale. You will learn how to customize the World Map to show exactly what you are looking for!

4-2.3.2 Practice TRY THIS: Step 1: Locate yourself on the World Map On the World Map, your avatar is a yellow dot, just like on the Mini-Map. When you first open the World Map your avatar will be centered on the map. Unlike the Mini-Map, the World Map does not rotate. North is always at the top, South always at the bottom. A sheer white triangle coming from your avatar’s dot represents where you are looking. TRY THIS NOW:

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Locate yourself on the World Map. Turn yourself around and notice how the white triangle moves with your view. Step 2: Go home A bright blue house icon represents your Home within Second Life. TRY THIS NOW: Select the ‘Go Home’ button at the top right of your World Map window. You are automatically teleported to your home location. In the World Map window you should now see the blue Home icon on the map (it may be partially covered by your yellow avatar dot). Step 3: More legend items Here is a short explanation of the other World Map Legend Icons: o Classifieds – used by residents to advertise products and services o Person – other avatars – similar to the Mini-Map o Infohub – a Welcome Area where residents meet and socialize o Telehub – where residents land when entering a privately owned region o Popular – the most popular places in the world, as measured by the amount of time avatars spend there o Land for Sale – shows land that is currently for sale within Second Life o Events – locations for upcoming events being held in Second Life TRY THIS NOW: Try un-checking all options here and gradually adding each one into view again. You might notice that land that is for sale will also show yellow or purple shading, indicating whether the land is for direct sale or is up for auction. Step 4: The teleport button You can teleport to a selected location on the map using the Teleport button at the bottom right of the World Map window, or by simply double-clicking on that location on the World Map. TRY THIS NOW: Click once on the World Map on one of the special icons. A description of that location or event will appear. To visit this spot use the Teleport button! Global Kids Professional Development Curriculum - Level 4

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4-2.3.3 Action Plan SHOWING OFF YOUR NEW POWER: Take a few minutes to look at nearby Events, Popular Places, Infohubs or Telehubs. Read the descriptions to find one that interests you, and then use the World Map to visit this location. You are becoming a world traveler already!

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Getting Around: Map and Mini-Map Zooming and Moving the World Map LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 4

4-2.4 Introduction Now that you’ve seen some of the great features of the World Map, you may be wondering how big this world is! Here you will learn to zoom out and further explore the world.

4-2.4.1 Instruction The world of Second Life is large, and is getting larger every day! In order to see the entire world you must learn how to zoom out and how to move around to other areas of the world. Get your explorer’s hat ready You’re about to see just how far the edges of the world can reach!

4-2.4.2 Practice TRY THIS: Step 1: Zooming Open your World Map Depending on the size of your window, you probably only see about 30-40 different regions. To get a better idea of the size of the world, you can zoom out. There are two ways to Zoom in and out. o Point to the World Map with your mouse cursor and use the mouse-wheel to zoom in and out again on the map. o Locate the Zoom slider at the bottom right of the World Map window. Use this slider to zoom all the way out. TRY THIS NOW: Practice both ways to zoom in and out. Step 2: Moving the World Map You may notice that when you are zoomed all the way out you lose much of the detail that the World Map provides. Global Kids Professional Development Curriculum - Level 4

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In order to see more of the world without zooming all the way out you can use your mouse to move the viewable area of the map. TRY THIS NOW: Zoom back in on the World Map far enough so that region names reappear. Next use your mouse to click and drag the map to the side, and up and down to view more of the world. Step 3: Show my location At this point, you are likely viewing an unfamiliar part of the world. At the bottom of the World Map window you will see a blue button called Show My Location. TRY THIS NOW: Click the Show My Location button to re-center the World Map view on your avatar location.

4-2.4.3 Action Plan SHOWING OFF YOUR NEW POWER: Try it again! Now that you are centered on your avatar again – try exploring more of the map on your own. Using what you learned, try to locate which parts of the world have many islands, and which parts have the regions all connected (mainland). Return the view to your location when you have finished.

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Getting Around: Map and Mini-Map Landmarks, Friends and Search LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 5

4-2.5 Introduction Have you ever wanted to return to a really great place you found – or even search for a new one? You can find your friends and take them along with you, all by using the Map.

4-2.5.1 Instruction There are three ways to pinpoint specific locations on the World Map. First, you can locate a friend on the World Map. Next, you can use a landmark to locate a favorite destination. Last, you can locate a specific region name using the Search. These are great timesavers for those of us with busy schedules!

4-2.5.2 Practice TRY THIS: Step 1: My friends In Level 2 you learned how to create friendships with other avatars. If your friend is online, and has given permission for you to track them on the map, then you will be able to select their name in the My Friends drop down menu of the World Map. TRY THIS NOW: Click on the down arrow next to the My Friends drop down menu. Take a look at the list. Are any of your friends available now? Tip: Most people prefer for you to send an IM before just dropping in, so be polite! Step 2: My landmarks Landmarks save your favorite spots in Second Life.

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A quick way to return to a spot that you have a landmark for is to use the My Landmark drop down menu. TRY THIS NOW: Have you made any landmarks yet? If so, check out the list and take a few minutes to revisit a few! Step 3: Region search The Region search box lets you locate a spot based on a Region name. Suppose you’ve forgotten to landmark a favorite spot. If you remember the name of the Region the spot was located in, you can type part or the entire region name and click the blue Search button. When the region shows up in the Search Results, just click on it to find that spot on the map! TRY THIS NOW: Type in any letter of the alphabet and hit Search. How many regions show up? Pick one and use the Teleport button to visit the new location.

4-2.5.3 Action Plan SHOWING OFF YOUR NEW POWER: If any of your friends are showing up in the My Friends drop down menu, why not send them an IM and ask if you can visit? If they are not busy – use the My Friends drop down to locate them on the map and pop on over.

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Getting Around: Map and Mini-Map Location Coordinates LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 6

4-2.6 Introduction Are you detail oriented? For those of you who like to be specific, this mission is for you! Each location in the world can be described with a set of numeric coordinates. This mission will help you understand the coordinates and use them to travel within Second Life.

4-2.6.1 Instruction Earlier, you learned that each region consists of 65,536 sq. m. of virtual land. That’s 256 meters long, and 256 meters wide. Every location in Second Life can be described by its X, Y and Z coordinates – just like you learned in the building modules.

4-2.6.2 Practice TRY THIS: Step 1: Finding coordinates Start out by viewing your location on the World Map. Every region has its own set of coordinates, starting in the South West corner, and increasing as you move North and East. TRY THIS NOW: Using your mouse, click near the bottom left (SW) corner of the region you are in, The region name, followed by three numbers will appear. For example: Star (9, 4, 103) The first two numbers, the X coordinate (height) and the Y coordinate (width), should be fairly close to zero, as the coordinates count up from the SW corner of a region. Click again on the North East corner. The X and Y values should be closer to 255 now. Remember each region is 256 meters wide in both directions, so the coordinates range from 0 –255

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The third number, the Z value, has to do with how high you are off the ground, but cannot be modified by clicking on the World Map. Step 2: The location box When you select a location on the map with your mouse the coordinates for that spot will show in the Location Box. These boxes may also be used to select a specific location on the map. By using the small arrows, or typing in numbers between 0-255, you can select a very specific location within the world. TRY THIS NOW: First click on a region on the map, or select one using the Search. Enter a number between 0 – 256 for the X and Y Location Boxes. If you leave the Z box blank, you will land at ground level. Step 3: Show destination and clear After entering the coordinates you’d like to visit, use the Show Destination button to plot this location on the map. Then you can Teleport, or to start over and pick a fresh location, hit the Clear button! TRY THIS NOW: Use the Location box to visit the coordinates (200, 30, 150) of any region.

4-2.6.3 Action Plan SHOWING OFF YOUR NEW POWER: Here’s a challenge! Use your new skills to find a region that starts with the same letter as your first name! Then visit the coordinates (200, 30, 150).

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Getting Around: Map and Mini-Map Making a SLURL LEVEL: 4 MODULE: GETTING AROUND: MAP AND MINI-MAP – MISSION 7

4-2.7 Introduction The last, and most powerful, feature on the map is the Copy SLURL to clipboard button. This feature allows you to share your favorite locations with friends, colleagues or anybody else right on the web, or in an email.

4-2.7.1 Instruction A SLURL is similar to a landmark. It helps you save the coordinates of a location for future travel. SLURLs are powerful. While a URL allows you to visit a web site, a SLURL allows you to visit Second Life via a web browser window and go right to that location within Second Life. For example, you can post a SLURL in a blog to send someone to a specific location within Second Life.

4-2.7.2 Practice TRY THIS: Step 1: Copy a SLURL to clipboard Use your new World Map skills to select one of your favorite locations. Do you see the coordinates of that spot in the Location box? These will be used to make your SLURL. Click the Copy SLURL to clipboard button. A window may appear informing you that the SLURL has been made: Step 2: Viewing a SLURL To view your SLURL, try pasting it into the chat window using (CTRL+V) or Edit > Paste. You should see something like this: http://slurl.com/secondlife/Cincta/79/104/16 Global Kids Professional Development Curriculum - Level 4

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Step 3: Using a SLURL What can you do with a SLURL? Some ideas: o Include your favorite Second Life Locations in a blog – and allow your visitors to experience them for themselves! o Add a SLURL to an email, or document that supports HTML. TRY THIS NOW: Log out of Second Life and paste your SLURL into a browser window. What happens? Are you able to get back into Second Life using your new SLURL? After you use the Copy SLURL to clipboard button, your new SLURL will be ready to paste into an email or web editor..

4-2.7.3 Action Plan TAKE ACTION: Now you are an expert Second Life geographer! Use your new powers to locate a popular place on the World Map. Visit this location and explore. What do you think makes this location so popular, and what does that tell you about the population of this world? If you like this location, make a SLURL and send it to a friend via email. Have them meet you in SL to explore this location together!

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Teleporting & Landmarks Module Overview: Getting Around LEVEL: 4 MODULE: TELEPORTING & LANDMARKS – OVERVIEW

4-3.0 Introduction You already know that walking, running and flying are ways to get around in Second Life. In this module you will learn a new way. It will get you from one location to another in an instant and you will wish you could get around in real life this way too.

4-3.0.1 Learning Standards addressed in this module McRel Learning Standards: URL

⇒ http://www.mcrel.org/compendium/browse.asp

o Technology – Understands the relationships among science, technology, society, and the individual - Observes common courtesies and acceptable use policies while telecomputing o Technology – Knows the characteristics and uses of computer hardware and operating systems - Knows features and uses of current and emerging technology related to computing o Geography – Understands the characteristics and uses of maps, globes, and other geographic tools and technologies - Knows the characteristics and uses of geographic technologies o Geography – Understands the concept of regions - Understands how regional boundaries change (e.g., changes resulting from shifts in population, environmental degradation, shifts in production and market patterns, wars) o Behavioral Studies – Understands various meanings of social group, general implications of group membership and different ways that groups function 21st Century Student Outcomes: URL

http://tinyurl.com/ys5fnx

o Learning and Innovation Skills – Creativity and Innovation o Information, Media and Technology Skills – ICT (Information, Communications and Technology) Literacy

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POWER-UP: (What you will learn) By the end of this module, you will have the following power(s): o Setting home to your current location o Creating landmarks o Teleporting using a teleporter o Teleporting using landmarks o Teleporting home o Teleporting other residents You will demonstrate your new powers by: o Setting your home location o Creating a few landmarks o Teleporting yourself and others to new places o Teleporting back home Do you have these powers already? Skip ahead to the ACTION PLAN section below. PREVIOUS KNOWLEDGE: (What you need to know to learn this power) Before learning this power, you need to have completed the following levels/modules: o Levels 1, 2 and 3 MATERIALS: Item

Location

Landmarks

Inventory > My Inventory > My Landmarks

TERMS: TP (Teleport): Transport or be transported across space and distance instantly.

4-3.0.2 Action Plan Before you begin any missions, let’s see if you’ve already developed any of these powers. If you can complete the following activity successfully, you can skip this module! If not, complete the missions and learn how to do it. TAKE ACTION: Discover three new places in Second Life and note one thing you like about each. Global Kids Professional Development Curriculum - Level 4

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SHOWING OFF YOUR NEW POWER: Teleport a few friends to each location, click a group picture and post it on a blog along with a line describing what you liked about the place. How would the real world change if people could actually teleport anywhere they wanted? Not just you, but everyone. Would this be a good or a bad thing? Blog your thoughts.

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Teleporting & Landmarks Set Home LEVEL: 4 MODULE: TELEPORTING & LANDMARKS – MISSION 1

4-3.1 Introduction Now that you know you can get to just about anywhere in an instant, you must be eager to start traveling the world in Second Life. Before you embark on your journeys it is important to know where home is so you can return to it anytime.

4-3.1.1 Instruction Home could be a place where you are most comfortable, own land or have a lot of friends. This mission will show you how to set home to your current location. Also remember, you have the freedom to change homes whenever or however many times you want.

4-3.1.2 Practice TRY THIS: Step 1: Where are you?

If you don’t quite know where you are, look at the center of the black menu bar located at the top of your Second Life window. It shows the name and coordinates of the region you're in. TRY THIS NOW: Look at your black bar to know where you currently are.

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Step 2: Set home You can only set your home location on: o Land you own. o Land owned by a group you belong to. To make sure the group is active go to the Edit menu, click the option Groups, select the name of the group you want to make active and click the button Activate. o A Mainland Infohub. An Infohub is the welcome area of the island. By default, the first Infohub you land at after completing orientation gets set as your home location. You can set your home location by going to the World menu and clicking the option Set Home to Here. World > Set Home to Here TRY THIS NOW: Click the option Set Home to Here and see what happens. If you look at the Map, you should see a little blue house at your current location. Step 3: Log in at home The following settings will enable you to always log in at your home location. o Open the Edit menu and select Preferences o Click on the General tab o Under Start Location, select My Home TRY THIS NOW: Try this setting to see how it works.

4-3.1.3 Action Plan SHOWING OFF YOUR NEW POWER: Use your newly acquired skills to set home to your current location. Global Kids Professional Development Curriculum - Level 4

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Teleporting & Landmarks Landmarks LEVEL: 4 MODULE: TELEPORTING & LANDMARKS – MISSION 2

4-3.2 Introduction As you travel around Second Life, you will discover many interesting locations that you will want to go back to. If you have a landmark for that location, you can visit it again!

4-3.2.1 Instruction Landmarks record the three-dimensional position of a place inworld. In this mission, you will learn how to create landmarks for the places you visit so you can teleport back there easily when you want.

4-3.2.2 Practice TRY THIS: Step 1: Create a landmark You can create a landmark by going to World menu and clicking the option Create Landmark Here. Tip: If you get a message saying, "You cannot create a landmark here..." it means the landowner has turned off the option to create landmarks there. TRY THIS NOW: Go to a new location and create a landmark there. Step 2: Viewing a landmark

You will see a landmark appear on your screen showing the name, region name and coordinates of your current location. You do not have to click on anything, the landmark has been created. You can just close this window. Global Kids Professional Development Curriculum - Level 4

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Step 3: Landmarks folder To view your landmarks click on the Landmarks folder under My Inventory. R-click (Cmd-click) a landmark and select Rename if you wish to change the name. Then, just type your new description in the highlighted area. TRY THIS NOW: Rename the landmark you just created.

4-3.2.3 Action Plan SHOWING OFF YOUR NEW POWER: Create landmarks for some new locations around you and rename them in your Landmarks folder.

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Teleporting & Landmarks Teleporting LEVEL: 4 MODULE: TELEPORTING & LANDMARKS – MISSION 3

4-3.3 Introduction You have now covered the basic groundwork and will soon have the power to transport yourself from one location to another in an instant. Not only yourself, but others too, with their permission of course.

4-3.3.1 Instruction In this mission, you will explore the different ways to teleport in Second Life.

4-3.3.2 Practice TRY THIS: Step 1: Using the teleporter This is one of the most basic ways to teleport in Second Life. You will often come across signs that offer teleports to different locations. R-click (Cmd-click) and select Go! to be instantly transported to that location. TRY THIS NOW: Find a teleporter if you can and teleport yourself to that new location. Step 2: Teleporting home You can teleport back home at any time by going to World menu and clicking the option Teleport Home. TRY THIS NOW: Teleport home! Global Kids Professional Development Curriculum - Level 4

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Step 3: Using landmarks There are a couple of ways to teleport using landmarks: Double-click on a Landmark in your Landmarks folder under Inventory, and click on the Teleport button. Another way is to R-click (Cmd-click) a Landmark and select the option Teleport to Landmark. TRY THIS NOW: Teleport to one of your landmarks. Step 4: Teleporting someone else You can offer to teleport someone to you if they are your friend or if you have their calling card. There are a number of ways to do this. One way, click on the Friends button, select the name of the friend you want to send a teleport to and click the blue Teleport button at the bottom of the window. They will see an invitation appear on their screen to Teleport or Cancel.

Another way is to open the Calling Cards folder in your Inventory. Double-click a Calling Card to open their profile to the Second Life tab then click on the Offer Teleport button.

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Or easier still, R-click (Cmd-click) a Calling Card and select the option Offer Teleport. TRY THIS NOW: Offer a teleport to someone on your friend list and someone for whom you have a calling card.

4-3.3.3 Action Plan TAKE ACTION: Discover three new places in Second Life and note one thing you like about each. SHOWING OFF YOUR NEW POWER: Teleport a few friends to each location, click a group picture and post it on a blog along with a line describing what you liked about the place. How would the real world change if people could actually teleport anywhere they wanted? Not just you, but everyone. Would this be a good or a bad thing? Blog your thoughts.

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Textures: Beyond The Basics Module Overview LEVEL: 4 MODULE: TEXTURES: BEYOND THE BASICS – OVERVIEW

4-4.0 Introduction With the information in this second texture module, you will have all the skills you need to become a very good texture artist. The added tips in this module will let you add new textures to your collection and use them with magnificent effect!

4-4.0.1 Learning Standards addressed in this module McRel Learning Standards: URL

⇒ http://www.mcrel.org/compendium/browse.asp

o Language Arts – Writing – Uses the stylistic and rhetorical aspects of writing - Uses a variety of techniques to convey a personal style and voice (e.g., stream of consciousness, multiple viewpoints) o Technology – Knows the characteristics and uses of computer hardware and operating systems - Knows features and uses of current and emerging technology related to computing o Mathematics – Understands and applies the basic and advanced properties of the concepts of geometry and measurement - Uses unit analysis to solve problems involving measurement and unit conversion o Visual Arts – Understands and applies media, techniques, and processes related to the visual arts - Applies media, techniques, and processes with sufficient skill, confidence, and sensitivity that one’s intentions are carried out in artworks 21st Century Student Outcomes: URL

http://tinyurl.com/ys5fnx

o Learning and Innovation Skills – Creativity and Innovation o Information, Media and Technology Skills – ICT (Information, Communications and Technology) Literacy o Life and Career Skills – Social & Cross-Cultural Skills

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POWER-UP: (What you will learn) By the end of this module, you will have the following power(s): o Adjusting textures so they don’t clash (flicker) o Making an object look shiny or bumpy o Adding shadows and light effects to objects o Copying an image from your computer into Second Life to be used as a texture You will demonstrate your new powers by: o Fixing textures on two prims so that the textures look seamless o Making objects that look shiny and bumpy o Making a shadow for an object o Making an object that glows in the dark o Uploading a texture image from your computer and putting it on a prim

Do you have these powers already? Skip ahead to the ACTION PLAN section below. PREVIOUS KNOWLEDGE: (What you need to know to learn this power) Before learning this power, you need to have completed the following levels/modules: o Levels 1-3 MATERIALS: Item

Location

Textures

Inventory > Library > Textures

4-4.0.2 Action Plan

TERMS: Flicker: A visual effect that occurs when textures on two touching prims seem to compete for the same visual space. Upload: To import a file (image, sound or animation) from your computer into Second Life. Lag: A slow down in performance.

Before you begin any missions, let’s see if you’ve already developed any of these powers. If you can complete the following activity successfully, you can skip this module! If not, complete the missions and learn how to do it. TAKE ACTION: How can you begin to use your new texturing skills to make something that will make people think … and maybe take action on an important issue?

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Using everything you know about texturing, create a display or exhibit for people to view on a global issue that is important to you. What do you want people to be more aware of? If you import images to use as textures, make sure you seek permission if necessary. You can even take snapshots inworld to use as textures! Will your display be a series of signs? A structure? Use your imagination! SHOWING OFF YOUR NEW POWER: Include a snapshot as you blog about your exhibit or display. What were you trying to inform others about? How did you use prims to tell them about your concerns?

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Textures: Beyond The Basics Fixing Flicker LEVEL: 4 MODULE: TEXTURES: BEYOND THE BASICS – MISSION 1

4-4.1 Introduction The mark of a great texture artist is being picky about the details. Have you ever noticed something that looks like a flicker or dotted line between two adjoining prims? Distracting, isn’t it?

4-4.1.1 Instruction Texture flicker happens when two adjacent textures are competing visually on your computer screen. Depending on the angle from which you are viewing your object, one prim or another will seem to “win”. It’s very easy to fix, and one mark of careful texturing!

4-4.1.2 Practice TRY THIS: Step 1: Create two adjoining prims Rez a cube, stretch it into the shape of a wall and texture it. Duplicate that prim and position it so it’s touching the first prim – as if you are building a wall, one prim at a time. At this point, you may or may not actually see some texture flicker. You just never know when it will occur. For the sake of this mission, let’s presume you do. Step 2: Fixing the flicker If you use the Object tab of the Edit window to look at the position of your two prims, you will most likely see that they are lined up exactly. To get rid of flicker, just move one of the sections very slightly. You can change the measurement by as little as 0.002. It won’t really change how your build looks – but it will get rid of that annoying flicker! Global Kids Professional Development Curriculum - Level 4

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TRY THIS NOW: Change the alignment of one of the prims you created just slightly. Look at it from different angles to see if you solved the flicker problem.

4-4.1.3 Action Plan SHOWING OFF YOUR NEW POWER: You may have noticed flicker on some of your early creations. If you have time, go back and use your new knowledge to fix those flicker problems.

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Textures: Beyond The Basics Shiny and Bumpy LEVEL: 4 MODULE: TEXTURES: BEYOND THE BASICS – MISSION 2

4-4.2 Introduction How can you make a castle wall look really rugged or a gleaming statue look really shiny?

4-4.2.1 Instruction In addition to choosing just the right texture for the object you are building, you can also control how Shiny and Bumpy it appears. Adding these features to your object will add to its realism and make it really pop! However, the ability to see these features will depend on the viewing preferences of each individual viewer. Computers with less powerful graphics cards may not have Shininess and Bumpiness active. So add these features in addition to all the great texture techniques you are already learning.

4-4.2.2 Practice TRY THIS: Step 1: Shininess and bumpiness The dropdown menus for Shininess and Bumpiness are just below the Texture and Color pickers in the Texture tab. You will also see a drop down menu: Mapping. Most texturing is done with Mapping in the default setting. Step 2: Shininess The Shininess drop down menu offers several levels of shininess: None, Low, Medium, and High. TRY THIS NOW: Rez a prim. Texture it and duplicate it. Set one of the prims to Shininess and compare. These cones have a blank texture, a purple tint and different levels of Shininess.

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Step 3: Bumpiness The Bumpiness drop down menu offers several bumpy textures to use in addition to the texture you choose. TRY THIS NOW: Rez a prim. Texture it if you wish and duplicate it a few times. Set each prim to a different bumpy texture and compare. Even the common plywood texture looks quite different with different bumpy textures on top of it!

4-4.2.3 Action Plan SHOWING OFF YOUR NEW POWER: Can any of your early creations benefit from a shiny or bumpy touch? Go add them now!

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Textures: Beyond The Basics Light and Shadow LEVEL: 4 MODULE: TEXTURES: BEYOND THE BASICS – MISSION 3

4-4.3 Introduction In real life, objects have shadows and can be lit up from the sun... or from within! You can add a layer of depth to your objects by using shadows and light in amazing ways.

4-4.3.1 Instruction You have already learned how to tint faces of prims to show shadows and light. The inside of a cut prim might be tinted darker. The top face of a step might be lighter. Although there are some sophisticated ways to add shadows and light, you can easily add a basic shadow or even make something glow.

4-4.3.2 Practice TRY THIS: Step 1: A basic shadow To add a basic shadow, you can make a prim the same shape as your object, flatten it, tint it and position it under your object like a shadow. TRY THIS NOW: Rez the Beach Ball from your default Library Inventory. Inventory > Library > Objects > Beach Ball Rez a cylinder and tint it with black or a very dark grey. Set the transparency to 90%. Now, use Select Texture to select the top face of the cylinder and set the transparency back to around 50%. Use the Stretch feature to squish the cylinder flat. Now, you have a shadow. Position the shadow under the Beach Ball. Adjust the size and transparency to fit the scene. Global Kids Professional Development Curriculum - Level 4

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Step 2: Adding light More sophisticated lighting features are covered in the building modules; however, you can make a prim light up using the Full Bright feature in the Texture tab. This is especially useful if you have an object you want people to see no matter what time of day or night they view it. TRY THIS NOW: Rez a prim. Texture it as you wish and duplicate it. Now, select the second prim and check the Full Bright feature in the Texture tab. That’s all there is to it!

4-4.3.3 Action Plan SHOWING OFF YOUR NEW POWER: How can your creations benefit from shadows or Full Bright? Take a minute to add those features now.

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Textures: Beyond The Basics Finding and Uploading a Texture LEVEL: 4 MODULE: TEXTURES: BEYOND THE BASICS – MISSION 4

4-4.4 Introduction What if you could use a pattern or image you have on your own computer to texture an object? You can.

4-4.4.1 Instruction Second Life has the ability to upload – or copy – images from your own computer to be used as textures for objects, avatars and clothing. Even if you don’t have any special imaging software on your computer, you can still upload photos you take or internet images you have permission to use.

4-4.4.2 Practice Note: Even if you don’t have permission to upload files on the computer you are using, it’s useful to understand this process. If you can’t upload files on the computer you are using, just read along :-) TRY THIS: Step 1: Funding an upload Second Life charges a very small fee to upload a file, such as an image. You will need ten Lindens (L$10) to upload one image. You may purchase Lindens using the blue $button at the top right of your screen. TRY THIS NOW: Make sure you have some Lindens in your account by checking the top right corner of your screen. Step 2: Identifying an image You can upload images that are in a JPEG (JPG) or TIFF format. You cannot upload GIFs. Usually, valid images will have .jpg or .tiff at the end of the file name. A responsible builder also considers copyright laws before importing an image to be used as a texture in a build. Was your image created by someone else? Do you have permission to use it? Global Kids Professional Development Curriculum - Level 4

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TRY THIS NOW: On your own personal computer, find an image that you would like to import. Make sure you have permission to import it and that it is in a JPEG or TIFF format. Step 3: Uploading an image Under File, choose Upload Image. You will then be able to search through your computer’s folders and files to the image you want. In the Upload Preview window that opens, you will see the image you selected. You can rename it at this time. Choose the Upload button to continue or Cancel if you’ve changed your mind. Once your image is uploaded you will see it open on your screen as a texture. You can drag your new texture right onto an object or find it in your My Inventory later. TRY THIS NOW: Upload an image using the Upload File feature. File > Upload Image Make sure you rename the file in the Upload Preview window. Rez a prim and drag your new texture onto it. Pretty great!

4-4.4.3 Action Plan SHOWING OFF YOUR NEW POWER: In addition to using your own images as textures, you can often find free textures on the web you can use. You can also use a digital camera to take photos of great textures you see – like a great stone wall, mossy rock or piece of old paper. And… if you are skilled at using an image editor, such as Photoshop, or others, you can make great textures. Do you have another image you would like to upload? Take a minute and do that now. Global Kids Professional Development Curriculum - Level 4

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Textures: Beyond The Basics Using Textures Wisely and Well LEVEL: 4 MODULE: TEXTURES: BEYOND THE BASICS – MISSION 5

4-4.5 Introduction If you put into practice everything you’ve learned so far about texturing, you will be known for making excellent objects. However, there are just a couple more things you should know to use textures like a pro.

4-4.5.1 Instruction The number and size of textures you use to texture an object can affect the amount of lag someone experiences. Lag is a slow down in performance. You might find that your avatar isn’t responding at fast as usual or that everything just seems sluggish. There are many reasons for lag. One reason is the number of textures being used in a sim: the more textures, the more lag. Another reason for lag is the size of the textures being used. Using textures that are as small as possible can make everything come into focus much more quickly and lessen the lag you might experience.

4-4.5.2 Practice TRY THIS: Step 1: Finding the size of a texture When you double-click on any texture in your Inventory, you will see a Texture Preview window open. At the bottom left is the size of the texture. The larger the numbers, the greater the size of the texture. TRY THIS NOW: In your default Library, double-click on the following textures and notice their sizes: Inventory > Library > Snapshots > Nice Sunset 06 Textures > Fabric > TieDye Textures > Terrain Textures > Terrain Textures–Default Set > Default Set–Base Grass Global Kids Professional Development Curriculum - Level 4

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Tip: Choosing smaller textures for most of your build will make it come into focus faster and lessen lag. Save the largest textures for when you need a lot of detail For most projects, you can use textures that are 256 x 256 or even 128 x 128. Note: If you are handy with Photoshop or another image editor, resize your images before you import them! Using a texture that is 256 x 256 will be faster than using one that is 512 x 512. Step 2: Looking at the number of textures in a build If you think before you texture, you can reduce the number of textures you use in a build. Ask yourself: o Can I use repeat, offset, rotation or tint to make the different faces look unique? o What about using shininess or bumpiness to vary a look? o Is there a specific part of a texture I can use to make a prim look different from other prims in my object? Tip: If you are doing a big build as a group, decide together on the textures you will use. Using fewer textures will really make a large build appear f-a-s-t!

4-4.5.3 Action Plan You now know more than most people do about texturing! Good job! Just practice what you’ve learned and you will create objects that people love to look at. TAKE ACTION: How can you begin to use your new texturing skills to make something that will make people think ‌ and maybe take action on an important issue? Using everything you know about texturing, create a display or exhibit for people to view on a global issue that is important to you. What do you want people to be more aware of? If you import images to use as textures, make sure you seek permission if necessary. You can even take snapshots in world to use as textures! Will your display be a series of signs? A structure? Use your imagination! SHOWING OFF YOUR NEW POWER: Include a snapshot as you blog about your exhibit or display. What were you trying to inform others about? How did you use prims to tell them about your concerns?

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