Second Life: more than just a gameSummary of this pageThis page has been created by Natasha Adnams as part of undertaking study in FET8611 Emerging Environments for Learning. It will examine the use of the virtual world, Second Life, for educational puroposes and gather comments and informaiton from other knowledgeGarden users on the topic.Table of Contents Table of contentsWhat is Second Life?Second Life is a 3-D virtual world entirely created by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of Residents from around the globe.In Second Life the users are known as ‘Residents’ and they create an avatar, a virtual representation of themselves, to be able to ‘live’ and interact in the virtual world. The residents create the world in which they live, things they create can then be bought, sold and traded to other residents Wikipedia – Second Life From the moment you enter the World you discover a vast digital continent, teeming with people, entertainment, experiences and opportunity. The Marketplace currently supports millions of US dollars in monthly transactions. This commerce is handled with the in-world unit-of-trade, the Linden dollar, which can be converted to US dollars at several thriving online Linden Dollar exchanges. Second Life consists of two ‘grids’ – the main grid and the teen grid. Teen Second Life was developed to allow underage users, 13-17 year olds, to participate in Second Life without entering false details Wikipedia – Second Life Although Second Life has a largely American customer base (approximately 30% of total users as of September 2007), it also has a wide variety of non-U.S. and non-English-speaking customers, and localized versions of the Second Life viewer are available for several languages. 70% of Second Life's active users (as measured by avatar count or active hours) are thus from outside the USA, with Germany, Japan, the UK, France, and Italy (and also Brazil when measured by avatar count only) being the origins of the next band of most active users with between 5% and 10% of total users and activity each. (1) In 2007, Brazil became the first country to have its own independently run portal to Second Life, operated by an intermediary—although the actual Second Life grid accessed through the Brazilian portal is the same as that used by the rest of the worldwide customer base. The portal, called "Mainland Brazil", is run by Kaizen Games, making Kaizen the first partner in Linden's "Global Provider Program". (2) Previously, starting in late 2005, Linden Lab had opened and run their own welcome area portals and regions for German, Korean and Japanese language speakers. (3) You can find Second Life at www.secondlife.com Second Life - just a game or an educational tool?Second Life promotes itself as providing 'a unique and flexible platform for educators interested in distance learning, computer supported cooperative work, simulation, new media studies, and corporate training'.You can create a safe environment to enhance experiential learning, allowing individuals to practice skills, try new ideas, and learn from their mistakes. Prepare students or employees for real-world experiences by using Second Life as a simulation! Students and educators can work together on the Second Life Grid from anywhere in the world as part of a globally networked virtual classroom environment. Using the Second Life Grid as a supplement to traditional classroom environments also provides new opportunities for enriching an existing curriculum. Many universities and educational institutions are already using the Second Life Grid. The Second Life in Education website suggests that the ‘key features of Second Life are:
Education in Second Life - definitely not just a gameThe unique qualities of a 3D virtual worlds can provide opportunities for rich sensory immersive experiences, authentic contexts and activities for experiential learning, simulation and role-play, modelling of complex scenarios, a platform for data visualisation and opportunities for collaboration and co-creation that can not be easily experienced using other platforms.Second Life is completely user-generated 3D environment that comes with relatively easy-to-use building and scripting tools that anyone can learn. This makes it an ideal platform for engaging students in creating their own learning activities, experiences and environments, and not just be passive consumers of learning.Educational Uses of Second Life Second Life has recently become one of the cutting-edge virtual classrooms for major colleges and universities, including Princeton, the Open University (UK), Harvard, Australian Film Television and Radio School, Stanford, Delft University of Technology and AFEKA Tel-Aviv Academic College of Engineering. Second Life fosters a welcoming atmosphere for administrators to host lectures and projects online, selling more than 100 islands for educational purposes, according to a New York Times article. (4) The article quoted Rebecca Nesson, an instructor at Harvard who brought her Legal Studies class to Second Life in the second half of 2006. "Normally, no matter how good a distance-learning class is, an inherent distance does still exist between you and your students," she says. "Second Life has really bridged that gap. There is just more unofficial time that we spend together outside of the typical class session." Joe Sanchez, a researcher at the University of Texas at Austin evaluated the use of Second Life in education in an interactive qualitative analysis, finding that once students overcome the technical and interface difficulties with Second Life, they "indicate a preference to social learning activities and find it enjoyable to interact with other avatars while learning in this space". (5) In 2007, the International Society for Technology in Education ISTE became the first non-profit educational organization to purchase and build on its own virtual island. Since that time, ISTE has hosted educational webinar events, presentations, social events, book talks and more. There are now many universities, colleges, schools and other educational institutions researching the use of Second Life as an environment for teaching and learning which offers a community of practice and situated constructivist learning. Among the institutions bringing the use of Second Life into the provision for distance learners is the Open University in the UK which already offers a range of teaching and learning provision on two islands in the metaverse (CETLment and SchomeBase) and is gradually developing a range of tools and resources which support learners and offer a sense of presence and engagement to distance learners who can otherwise feel isolated and alone. In 2007 Second Life started to be used for foreign language tuition. (6) Both Second Life and real life language educators have begun to use the virtual world for language tuition. English (as a foreign language) has gained a presence through several schools, including the British Council, which has focused on the Teen Grid. Spain’s language and cultural institute “Instituto Cervantes” has an island on Second Life. Wikipedia – Second Life Educational UsesWithin Second Life itself, many educational projects are underway. They can be classified as follows:
Contributions to this page Anyone can contribute to this page (URinvited2). Please include your name with the section/comment you have written. Please also add your name to the list of contributors at the bottom of the page. I would love to receive comments from anyone with virtual world gaming experience and especially from those of you who have had a virtual educational experience. I also welcome contributions from those of you who may prefer to send a personal comment to my email - .
Steve Pallett says: I've started to investigate SL at the Uni of Ballarat. I was quite amazed with it at first and had all sorts of possibilities running through my head, but the biggest drawback in our context is bandwidth and computer resources required (equity of access). However, Moore's law should ensure that this isn't such a problem in future...I remember the old days of 14k modems and bulletin boards (pre-WWW boom) and people were saying "nah, what's the point of that?". I think 3D worlds are only just beginning to take-off and a few years from now we might be having a very different conversation.
Leanne (work colleague) says: Yes when doing some exploring for assignments and just trying to find out what might be possible and useful as a trainer/performance improvement specialist.
I believe that some people will find this a safe way to become involved with education as many people tend to be more open and direct in an online environment. Often when people can disguise themselves they feel more at ease and confident to take part in conversations and discussions. As with any online experience I feel there will always be a threat of predators - but this is not to say the same could not happen in a class room environment. With anything we do, we should do so with caution and remember that we must be aware of all factors involved. I think another benefit of an environment such as SecondLife is that the instruction can come not only from the instructors or facilitators but also from your peers. Having the ability to learn with people from different cultures can be an education in itself and with such varying opinions and thoughts, we are bound to have a much fuller learning experience then sitting in a class full of likeminded people who have all had very similar experiences. The University of Cincinatti has a large collection of white papers and research on SecondLife as an educational tool - if you have time to read some of these it may help with your page. I read a few and found them quite interesting. They can be found at: http://homepages.uc.edu/secondlife/index.php/Site/WhitePapersReportsAndPeerReviewedArticles Nicole says: I met students in an ESL group in Second Life and spoke with them for awhile. Many stated that the unique experience of meeting international students and having their own identity kept a secret were some of the best qualities of studying a foreign language. They also said that they felt a real connection to the teachers and other students because their physcial representations of themselves revealed personality characteristics that language difficulties and RL appearance might have hampered. To watch a 2 minute move on education in SL go to: Ohio University Second Life Campus Joyce says: Until last year I hadn't heard of Second Life. Then I met Aaron Griffiths at eFest2006. Aaron is our expert kiwi when it comes to the educational uses of SL and he was so passionate about it that I worried. This sounded so good that I might get addicted (as had happened with Civilization and Warcraft). So I have stayed away but do try to stay up to speed.
In September 2007 Aaron presented at MoodleMoot2007 in Hamilton and showed us a 'sim' of a weather station in which students could experiment with the instruments. You may do that in 'First Life' (har har) but only in a DO-NOT-TOUCH-ANYTHING mode. Just imagine the other out-there-possibilities. A field trip to NASA flight control, to the space shuttle, to the moon?
Phil_Marsh: says I found second life disappointing I'm afraid...... it's slow to load, non-intuitive to navigate and creating & personalizing your avator is tedious. Movements are jerky and there is often a time lag. Graphics are also poor (in my opinion) As for safe:
Given the busy lifestyles and the little time we have (it crops up in the Moodle forums all the time :>)) using second life seems to be such an uneconomical use of time. In the words of Darren Barefoot "go outside, membership is free, get a first life!" http//:www.getafirstlife.com PennyROK: saysI have read a lot of comments about how time consuming SL was , so I have decided not to sign up at this point, even though I am very interested in the cultural and social aspects. I can see though that in the East Asian context where most people live in very high density identical apartment buildings and where children are forced to go to school or institutes from 7am til midnight 6 days a week, (and are totally addicted to computer games as there is no space or time to play with your friends anyway) that Second LIfe could be a powerful educational tool. Not having a gaming background myself , I will have to leave it to others to follow that one up. I'd be interested to see if anyone has done research on this in Korea or Japan. John Griffin says: Phil makes some very valid points about Second Life regarding usability, safety and “uneconomical use of time”. As things stand at the moment I would have to agree with all these points. However, in the future this could change. Usability: Second Life is demanding on computers (see system requirements Safety: This is definitely a real problem. The relative anonymity of the Internet allows for more anti-social behaviour than in the real world, particularly pornography. For this reason, some institutions choose to use private virtual islands with restricted entry, perhaps shared with other educational establishments. These islands may also reassure institutions worried about being sued by the angry parents of young participants. “Uneconomical use of time”: Definitely! No doubt there are large numbers of people wasting thousands of hours in virtual reality at the expense of their “first lives”. Nonetheless, it should be possible to design activities that actually assist learning effectively. I really don’t know much about how to do this – that’s what I want to explore as part of this course. Do we give learners tasks to complete in the virtual worlds or do we allow them to wander around just to experience another environment? How do we measure their achievements? What subject areas would benefit most from these environments? I suspect the task of designing worthwhile courses/lessons in virtual worlds will be too time-consuming for the average educator. Perhaps this job will be increasingly undertaken by specialist departments or companies. The learning objects could then be adapted and reused many times by teachers and students around the world. I believe virtual worlds do have potential in some areas of education, but we need to think hard how to use them intelligently. Leanne (work colleague) says: I think that virtual worlds and also more structured simulations have an exciting aspect of safe play and test, the ability to converse with people across ranks and barriers that are there in organisations (both real and perceived) and to add some fun to the learning and working experience.
Jeanette (work colleague) says: I feel that users of the internet share to much personal information and you cannot be sure who is watching. From a work perspective I think if it was only on a secure environment within the work network it may have benefits for learning. There are many remote areas at work that cannot get access to learning when and where they need it, having said that work does not have the infrastructure to handle simple e-learning - the challenge of a Second Life style e-learning is probably beyond the realms of reality.
Steve Pallett says:_
Justyna says: There are a lot of great comments and excellent points made above about SL. Personally, I have very little experience with virtual environments, but I think that it's a fascinating technology.
Justyna says: No, not really. Those universities, for one, have very large budgets for technological advancements and research. Also, like all other universities, they have to compete for students, and offering the widest range of possibilities can ensure that they will maintain their high status. Reference materialContributors to this page
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Notes1. Second Life Economic Statistics2. Introducing the Second Life Grid 3. Ginsu Yoon (2005-06-16). 'Build Content for International SL' - Second Life Forum Archive (account required). 4. Lagorio, Christine. "The Ultimate Distance Learning" 5. Sanchez, Joe. "Second Life an Interactive Qualitative Analysis", 2007-03-07. Retrieved on 2007-03-07. 6. Dorveaux, Xavier. "Apprendre une langue dans un monde virtuel" You may reuse content on this page under the default knowledgeGarden Copyright license which you can access by clicking COPYRIGHT in the INFORMATION menu.
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