Notes & Ideas: What Are You Implying About My First Life? Real Students, Virtual Space and Second Life
I have been thinking quite a bit about
Second Life lately. And yes, I have been
spending a fair amount of time in Second Life. There are some things
about it that irk me. The name, for example: it seems to imply that my second
life, whatever form it may take, is likely to be of higher quality than my "first life." I hope that is not the case. But there is also an incredible
potential there that keeps me coming back.
If you are unfamiliar with Second Life, I will try to give it to you in a
nutshell: it is a massively multiplayer online virtual environment with over
300,000 users and a "real" economy, complete with a
currency exchange and
IP rights that extend to virtual property. What makes SL different from
popular MMORPGs like
World of Warcraft has to do with
content. SL is not a game per se. There are no goals, points, or
levels. Linden Lab, the company behind Second Life, relies on users to
generate content and set their own goals. Users buy and sell land, goods, and
services for Linden Dollars. (At the time of this writing, the exchange rate
is $213 L per $1 US.) It is also possible for users to create games
within SL; gameplay is restricted to certain areas.
A number of individuals and groups are exploring the
educational potential of Second
Life. The New Media Consortium, with the
support of the MacArthur Foundation, has
purchased a private island in the virtual world of Second Life and has built a
campus there. The campus is designed to accommodate groups of various sizes as
the educational potential of virtual space is explored in a variety of ways.
Visit the NMC Campus Observer for more.
Every year at the end of the spring semester,
St. Lawrence puts on a faculty development
workshop called the May Faculty
College. For one of the sessions, we thought it might be fun to show the
faculty a technology that was out there, but that we had not figured out
exactly how (or even if) it had a place in liberal education. So, I found
myself demonstrating Second Life and the NMC Campus for a group of 60 or 70
faculty. And they went completely nuts.
Some of them thought it was hilarious. Others thought it was magical. Still
others thought it was pure evil. And they were all right. It is
hilarious because my avatar—whose name is
Walter—looks like me (only sexier), and we dress alike. It is magical
because of the level of visual sophistication, and because it transcends
geography. And it is pure evil because it can be used to escape from
the world rather than to engage it. And that is a potential that we must take
care to discourage.
As I think about the negative reactions my demo received, I am reminded of
some past mistakes that are still biting us:
(1) We used to think of emerging educational technologies as tools that
could potentially make our lives easier, and that has simply not been the
case. New educational technologies can help
us be more effective, but do not typically save us time or energy. This is an
important distinction. Second Life is certainly not going to save anyone any time; it is probably not
going to save anyone any energy. But I suspect there are many ways that it can
and will be used to enrich liberal education. For example, many liberal arts
colleges are in the midst of launching new visual literacy initiatives, and virtual environments
like Second Life will have a role to play.
(2) Sometimes we are seduced by the "cool" factor of new technologies
rather than by their potential to transform learning. Second Life is
unbelievably cool. I hope that, when the cool factor wears off a bit, I will
still be as excited about its potential. But it is hard to know. This second
point is one I brought up with the faculty group in my demo. It is important
for faculty to see instructional technologists and early adopters approaching
new technologies with a healthy mix of enthusiasm and skepticism. These groups
- especially the technologists - cannot afford to be seen as salespeople.
By the end of our session, faculty members were coming up with fantastic ways
to make use of Second Life: staging crime scenes; prototyping sculptures;
designing stage sets; bringing a level of visual interaction to distance
learning that is currently missing. The following day, two senior faculty
members approached me to tell me that they had had nightmares about Second
Life the night before. It is not for everyone. And it is important to remember
that our students are not all going to enjoy or even be comfortable using
virtual environments. We can call them the Net Generation, but that does not
make every one of them exactly the same. Still, Second Life has captured my
imagination, and I look forward to figuring out the ways it fits within the
enterprise of
liberal
education. As long as we manage to use it as a tool for engagement and not
escape, I feel good about it for now. I hope others who are exploring related
questions will weigh in here. In the meantime, I'm going clothes shopping for
Walter.
How to cite this work
Christopher Watts. "Notes & Ideas: What Are You Implying About My First Life? Real Students, Virtual Space and Second Life." Academic Commons Issue Name (Spring 2008): 21 November 2008. <http://www.academiccommons.org/>.- Login or register to post comments
- Email this Essay
Delicious
Newsvine
Facebook
Google
Technorati