Early College Second Life Program

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The Virtual Early High School Program is     

a good fit because of:  

  • ECU's rich success and history as a provider of quality distance education.          
  • The belief that high school students should be prepared for today's competitive, global economy.

  • The realization that all young people need a post secondary education.

  • A commitment to providing a significant advantage to high school students with college preparedness and dual credit enrollment.

  • The necessity to engage and retain today's learners.

    The ECSLP is now available to school districts across North Carolina for dual-credit enrollment for high school students. The program provides credit course work through the 3-D virtual world called Second Life. The result: rigorous college course work using the latest technology while allowing students to remain in their home schools. Students as well as university faculty members have a virtual presence (an avatar) in a synchronous real-time class, different from any other college credit online course for high school students across the state.



    The Program

    Second Life is a 3-D virtual world that is created by those who inhabit it. Second Life is being used to create a true virtual learning community that is designed for high school students. The students have a virtual presence (an "avatar") and attend a synchronous real-time class, different from any other college credit online course for high school students.  

    Components to ensure success include trained school-level facilitators; a laptop to ensure access at school and home; technical support at ECU and the respective school districts; and college instructors with experience in teaching in Second Life.



    Course Logistics

  • Instructors meet with students 4 days a week for 90-minute each day.

  • Real-time interaction is facilitated through the use of voice chat, videos, slideshows, and text chat.

  • The student's avatar is present for each assigned class period.


    Student Engagement

  • Platform captures the interest of today's multi-tasking, social networking students.

  • Students take ownership by designing and building objects for their virtual campus.

  • Students experience environments indicative of anthropoligical experiences.




    Students have 24-hour unlimited access to the virtual campus to practice building techniques, review assignments and slideshows, meet with other students,and complete homework.






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