Since its
launch in 2003, Second Life has been the recipient of much scrutiny from audiences
ranging from academics to news media.
Second Life early in its history was a source of much buzz with people
convinced it would pave the way for a new kind of "virtual
life." This life would feature new
economies as well as new educational opportunities. Today, Second Life is still being seen as a
tool in the arsenal of distance education due to a number of strengths the
system provides, but do these strengths outweigh the limitations?
According
to Vesely, Bloom, and Sherlock, distance education classes have a dropout rate
up to twenty percent higher than traditional courses. Research suggests the solution to this problem
is for professors to create a sense of community in distance education classes
so that students will stick around. On
the other hand, massive virtual worlds boast broad user bases and are typically
very good at building communities that remain engaged for long periods of
time. For example, World of Warcraft,
the biggest virtual world currently, boasts over nine million subscribers and
has maintained high subscription numbers for several years. (Holisky, 2012) Therefore, it is easy to see why so many
academics and universities initially turned their attention to Second Life, due
to the great promise these types of worlds hold to solving one of the major
problems in distance education.
Unlike most
virtual worlds, Second Life is not simply an educational game. Second Life is whatever people decide it
should be. Tools exist for users to
carve out their own piece of real estate and do with it what they please. Many universities such as NC State used these
tools to create virtual universities. Other
organizations and people sought to create a diverse range of online learning
experiences. Some of these experiences
range from the recreation of "real world" spaces, like the Sistine
Chapel. While others simulate concepts
like the water cycle or allow for exploration of an animal cell. In fact, all this creation itself is
educational lending itself strongly to core educational philosophies like
constructivist thought.
Creation
and collaboration in Second Life has been made easier with time and new
technology. Today, Second Life can
integrate a variety of Web 2.0 tools allowing users to accomplish any number of
tasks. Second Life can serve as an
online meeting space much like Skype or Blackboard Collaborate. Presentation areas within Second Life can
even allow for virtual conferences.
Second Life
isn't without faults. There are a number
of Second Life users who design and promote adult oriented content meaning
educators must use extreme caution when using Second Life. Due to the nature of Second Life, load times
or "rezzing in" for objects can be a slow process. The graphics are a bit dated when compared to
modern video game graphics and this can turn some users off who have more
sophisticated tastes. Finally, there is
the issue of Linden Lab, the creators of Second Life, deciding to take away the
education discount that helped many universities afford to keep a Second Life
presence. This may likely be a poor
decision on their part as academia seems to be one of their greatest allies.
Second Life
offers a look at what the future of education might be, students participating
in a diverse range of topics within countless locations and collaborating with
people around the world. The catch is
Second Life, despite its many strengths, is mired in the present. Second Life must evolve and overcome its
limitations if it will be the educational utopia its proponents wish it to be.
No comments:
Post a Comment