Monday, April 13th marks the commencement of the 3rd Massive Open Online Course (MOOC) designed to help Spanish-speaking educators in the use of Second Life as a starting point in their interaction with emerging and innovative environments that can be used for education.
Developed by the Universidad de San Martín de Porres (USMP), located in Santa Anita, Lima, Perú, the course was first run in April 2014, and as I reported at the time, was promoted by the Lab as a part of their re-engagement with the educational sector.
An updated version of the course, developed by the university’s Project Director or Virtual Worlds, Professor Max Ugaz, was again run in September, 2014, which also met with success.
“The purpose is to train educators, researchers, academics and interested public speaking, in creating a virtual identity, accessing and using the virtual world Second Life,” the University’s promotional material for the course states, before continuing, “This version is enriched with the latest version of our platform, which allows us to streamline the process of teaching and keeping better track of participants. ”
As with the previous iterations of the course, which is presented in Spanish, activities will extend over three weeks, with an average workload of 5 or 6 hours a week. Those completing the course will be entitled to a Digital Certificate (Certificate of Participation), awarded by the USMP.
Details on the course, together with a registration form for interested parties, are available on the course web pages, and the activities will take place at one of the USMP’s teaching areas in Second Life, commencing on Monday, April 13th, as noted.
l Proyecto en Mundos Virtuales de la Universidad de San Martín de Porres de Perú, inicia este 13 de Abril la tercera edición del curso en la modalidad MOOC (Curso Masivo Abierto En línea) titulado “Introducción a Second Life para Educadores 3da. Ed.”. El curso es gratuito y está diseñado para capacitar a educadores y público en general de habla hispana en el uso del mundo virtual Second Life, a fin de ofrecer conocimiento que permita desempeñarse en este entorno y aprovechar su potencial, especialmente en el ámbito educativo.