Behaviour-based identification of student communities in virtual worlds
3D information systems for education must be investigated and adopted for a more involving form of learning. It is in this context that we propose the use of Second Life as an environment for collaborative learning and generation of new educational content. Second Life is a simulator of real life and relationships, an entirely three-dimensional virtual world. There, besides interacting with users from the whole world in real time, it is also possible to create one's own objects and businesses, and generate new alternatives of content, exchange of information, and learning.