SL Educational Possibilities

Second Life Educational Possibilities

and Considerations

Brett Bixler Lead Instructional Designer & Manager, Instructional Support and Research Educational Technology Services (ETS), Teaching and Learning with Technology, Information Technology Services, The Pennsylvania State University

What is a Virtual World?

Virtual worlds are constructed environments where the computer is used as a window to access the world. As Wikipedia defines them:

A virtual world is a computer-simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). Some, but not all, virtual worlds allow for multiple users. ("Virtual World," 2006, para. 1)

Most virtual worlds mimic a real-world environment to a large degree, although they also may include "impossible" abilities, such as breathing underwater without equipment. Most virtual worlds require you to create your in-world presence, or avatar. You avatar interacts with both the environment and other avatars to form a rich exploratory and (in multiuser worlds) social experience (The EduCause Learning Initiative, 2006). Many online games today use a virtual world as the backdrop environment for the game, and educators are modifying instances of these games to provide an educational experience within these environments.

Educational Uses of Virtual Worlds

Virtual worlds provide many educational benefits. The two strongest benefits may be an immersive environment coupled with social interactions. Virtual worlds hold the promise of an immersive environment containing problems and contexts similar to the real world (Dede, Clark, Ketelhut, Nelson, and Bowman, 2005). In addition, multi-user virtual worlds allow users to meet, interact, and form social communities. While either an immersive environment or social interactions can provide for good learning experiences, in multi-user virtual worlds the natural coupling of these two possibilities may be what multi-user virtual worlds do best. Within Second Life itself, many educational projects are underway. They can be classified as follows:

Advantages of Using Virtual Worlds for Education

Good (2004) identifies the following benefits of using Second Life for education. These benefits may be generalized to all virtual worlds.

In a recent online conversation about Second Life (Educators interested in using Second Life as a teaching platform, 2006), the following advantages of using Second Life for education emerged:

Antonacci and Modaress (2005) stress the constructivist affordances of Second Life. In constructivist learning, learners solve problems and interact, forming knowledge as they do so. In constructivist environments, reality is a product of the mind, and learning occurs as the world is interpreted. The EduCause Learning Initiative (2006) also matchs constructivism with virtual worlds, as does Dickey (2005). Collaboration is important in constructivist learning. In Second Life, collaboration is an integral part of the environment. Learners can chat with each other via a text-based chat tool, although this is a bit primitive. Educators are exploring additional internet audio tools, such as Skype, to allow learners to converse verbally as well.

General Educational Uses of Second Life

Conklin (2005) lists many educational activities for which Second Life or any virtual world could be used. These can be categorized as follows:

Discipline-specific Uses of Second Life

Conklin (2005) lists discipline-specific activities for which Second Life or any virtual world could be used. The Information and Communication Library in Second Life itself also lists many of the same activities.

Possible General Learning Outcomes

Factors for Use

When considering the use of Second Life or any virtual world for education, the following factors should be examined:

The Changing Role of “Teacher”

The traditional “sage on the stage” model of teaching just won’t work in Second Life. Consider the following observation:

How should an instructor react if a student attended class while cross-dressing, dressed as a monkey, or as a floating point of light? How would we react if students blipped in and out of existence during a class or were constantly talking over us as we delivered a lecture? While conducting courses in Second Life, a 3-D virtual environment, these kinds of behaviors are common place. Turn taking in discussions changes; student behavior changes; the environment we consider a classroom changes; thus, our pedagogy must change. The traditional model of instructor in front and students in seats simply does not work in an online environment such as Second Life. Attempts to shoehorn old pedagogy into new technologies brings us dangerously close to Friere’s “banking model” as instructors struggle to acclimate to new learning environments by falling back to tried and true models of disseminating knowledge instead of fostering its independent growth. (Robbins, 2006).

Instead, a more constructivist approach may no only be desirable, but necessary. An in-depth discussion of constructivism is beyond the scope of this paper, but the fundamental concept – learning emerges from within an individual as s/he reacts to an environment (Ryder, 2006), seems to naturally fit with virtual worlds.

Preparation Time and Tips

Preparing students for Second Life should be addressed by introducing the environment to them, walking them through initial avatar creation, and demonstrating the options and controls available. After this initial session, you should give students at least an hour to enter Second Life, create and customize their avatar, and learn to use the options and controls. The following is a suggested but no means exhaustive list of initial activities you may want students to follow:

Student Age

Second Life is actually divided into two parts – Teen Second Life, for people less than 18 years of age, and regular Second Life, for people 18 years of age and older. Teen Second Life is restricted and PG. As an educator, you have to make special arrangements with Linden Labs to have access to it. You have greater control over what your students can do here. Regular Second Life offers less control. While you can control who can visit your land, you can't keep anyone from leaving. One problematic concern here is when you have students that span the 18 year old gap. If you have some students under 18, and some 18 or older, it is impossible to have them all in the same Second Life space. You can't cross spaces, nor can you transport something you've built in one space to another, so creating duplicate environments for both spaces is difficult, and may require assistance from Linden Labs. Establishing In-world Parameters Where can your students go? What can they do? What in-world etiquette should they follow? Establish these things up front. While it is possible in the teen area of Second Life (see http://teen.secondlife.com/) to lock down students to a particular location, it is impossible to do so in the regular, “adult” version of Second Life. If your students wander around the world, dropping items on other people’s land (a big no-no in Second Life), being rude to other avatars, etc. they will eventually be reported and perhaps punished by Linden Labs. They may even be sent to “The Farm” a virtual cornfield they cannot leave for several weeks, with but one black and white television set for amusement! Worse, they may be permanently banned from Second Life. Perhaps most important, you will have gained a bad reputation in Second Life, making future activities more difficult to implement. Assessment How will you assess your student’s activities? Activities that produce a tangible product are easier to assess than others. Providing clear instructions and rubrics will assist both you and your students. Creating Learning Spaces and Communities If your students will be accessing Second Life outside of a structured classroom/lab, you may want to consider creating a group. Groups have several purposes beyond the social aspects. For example, you can lock your land so only group members can enter it. Once you create a group in Second Life, you can add your students to it. Then you can send out messages to the group and your students will all receive them. You may want to identify other groups that have similar interests to you, and ask if you can join these groups. Also, you can create a "friends" or buddy list in Second Life. If you propose friendship to another avatar and he/she/it accepts, then that avatar will appear on your friends list, and you will know whenever that friend is in-world. Technical Issues and Concerns The technical challenges listed here must be addressed well in advance of the actual use of Second Life for any educational endeavor. It may take several weeks to completely address the technical issues. Software and Hardware Second Life requires a stand-alone client. It runs on both Macintosh and Windows platforms, with a beta Linux version available. On a Windows machine, a Pentium III 800MHZ or higher, with 256MB RAM or more is recommended. On a Macintosh, a 1 GHZ G4 or better with 512 MB RAM is recommended. On either platform, the recommended Video Cards are: nVidia Geforce 2 (32MB RAM) or higher, or ATI Radeon 8500 (32MB RAM) or higher. High performance video cards greatly enhance the visual experience in Second Life, allowing for realistic shadows and waves, and faster rendering of images. A reasonably high-speed connection to the internet (cable modem or better) is also required for adequate performance. While these requirements seem reasonable in terms of today's available computing power, institutions running computer labs with low-end machines may have difficulty with the performance of Second Life in those labs. Second Life does experience downtime, when the system is unavailable. Sometimes these outages are announced, sometimes not. They are especially prevalent immediately after an upgrade to the client. Therefore, when scheduling a synchronous session in Second Life it is recommended you have a backup plan, alternative activities, and a "rain" date. The Second Life client is frequently (at least once every other week) updated. These updates are often mandatory; you must download and install them to enter Second Life. Firewall issues are a potential concern as well (Dede, 2006). It may take some time to establish a working connection with Second Life if your computer sits behind a firewall. Currently, Second Life basic accounts are free. Arrangements may be made with Linden Labs, the creator and owner of Second Life, to provide students with Second Life registrations for a fee of $125 per 25 students. The only advantage to this is you may assign unique names to the avatars.

Second Life in Public Labs

The second problem is the feasibility of running Second Life in the Penn State public labs. As mentioned, the Second Life client is frequently (at least once every other week) updated. These updates are often mandatory; you must download and install them to enter Second Life. In a public lab where write permissions are limited, it is necessary to work with the Information Technology lab staff to devise a method to allow individuals, upon accessing the client, to download and install the updates. Unlike many lab applications where one client may be shared by multiple users at any given point in time, Second Life requires each individual to run his or her own client. Thus, methods must be devised and implemented to allow this to happen. Extra storage space (50 MB) for individuals are required to implement these methods. Unfortunately, any solutions generated to meet these demands cannot be universal as most computer labs have unique infrastructures. While Penn State has the expertise and storage space to successfully implement a solution to the frequent update issue, smaller institutions with secure public computer labs must consider this technical issue carefully before committing to any Second Life projects.

Internal User Support

The final concern is one of user support. Second Life maintains a web site offering comprehensive user support should common technical issues arise. You may want to have additional local support, depending on your lab setup and number of students accessing Second Life.

Bibliography

Antonacci. D. M., & Modaress, N. (2005). Second life: The educational possibilities of a massively multiplayer virtual world (MMVW). Paper presented at the EDUCAUSE Southwest Regional Conference, Austin, Texas. Conklin, M. S. (2005). 101 uses for second life in the college classroom. Retrieved July 11, 2006 http://trumpy.cs.elon.edu/metaverse/gst364Win2005/handout.pdf

Dede, C. Second life chat. Retrieved July 12, 2006 from SimTeach: http://www.simteach.com/wiki/index.php?title=Chris_Dede_Transcript_10_Ju...

Dede, C., Clarke, J., Ketelhut, D., Nelson, B., & Bowman, C. (2005). Fostering motivation, learning, and transfer in multi-user virtual environments. Paper presented at the Annual Conference of American Educational Research Association (AERA), Montreal, Canada

Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology 36(3): 439-451.

Educators interested in using Second Life as a teaching platform. Retrieved July 26, 2006, from https://lists.secondlife.com/pipermail/educators/2006-July.txt

Good, R. (2004). 3D virtual spaces for learning and collaboration. Retrieved July 11, 2006 http://www.masternewmedia.org/2004/09/27/3d_virtual_spaces_for_learning....

Robbins, S. (2006). Another abstract for another conference. Retrieved July 12, 2006 http://www.secondlife.intellagirl.com/

Ryder, M. Constructivism. Retrieved July 12, 2006 http://carbon.cudenver.edu/~mryder/itc_data/constructivism.html

The EDUCAUSE Learning Initiative. 7 things you should know about virtual worlds. Retrieved July 14, 2006 http://www.educause.edu/LibraryDetailPage/666?ID=ELI7015

Virtual World. (2006, July 10). In Wikipedia, The Free Encyclopedia. Retrieved July 10, 2006, from http://en.wikipedia.org/wiki/Virtual_World