Go to MetaVersEd Ltd. Consulting

Click here to Contact Peggy Sheehy
Home

Site search Web search

powered by FreeFind
  About the Collection

 

  Articles & Journals

  Best Practices

  Conferences

  Curriculum Connections

  Educational Organizations

  Glossary

  Machinima

  Professional Development

  Research

  Second Life

  SLCC 2007

  Teachers Speak

  Wikis & Blogs

   Feedback

 *Notes: Project Elements*


 Project Gateways
Please feel free to participate in the Metaversed Ltd. Digital Library wiki for comments, questions, suggestions, and discussion.
NEW!!!
SLCC Education track transcripts now available.
If by any chance you’ve seen last year’s proceedings, then the first thing you’ll notice about this volume is the size – almost three times the size of last year’s.   read more

NECC HIGHLIGHTS EDUCATION IN SECOND LIFE:
Many of the presentations at NECC this year featured
                                     read more


Latest News from THE Journal: The Teen Grid: Bringing Your School into Second Life Second Life, which offers an virtual world complete with avatars to represent human visitors, has intrigued some educators  

                                      read more

 Global Kids and the MacArthur Foundation have partnered to announce a new nonprofit and philanthropic theme for the third annual Second Life Community Convention ...
                                 read more
 GEOWORLD The GeoWorlds Project is an innovative integration of collaborative virtual learning environments and problem-based pedagogy to engage students in ...
                             read more
The first annual Second Life Best Practices Conference  was held on Saturday, May 26, 2007 on ISTE Island in Second Life.
                           read more

 NOAA has arrived in Second Life, and they  brought all the fun and excitement you have naturally come to expect from...
                                read more


DISCLAIMER: The  creator of this collection is functioning as an agent and therefore is applying Fair Use Regulations to the content described herein.  Copyright applies to organization of content only and the creator makes no claim to ownership of content.


Organization of this content is presented as

Margaret Sheehy's

Final Project,

 Digital Libraries -

ILS-655-S71,

 Prof. Yan Quan Liu, Ph.D
SCSU 7/2007

Other articles ...

Please note that some articles are available here in their full text version while others are links to their original locations.

The Teen Grid: Bringing Your School into Second Life Second Life, which offers an virtual world complete with avatars to represent human visitors, has intrigued some educators. The popular graphical online world, with land, commerce, buildings, and social networking, seems to offer educational potential, but how to get started?

By Linda Briggs

THE Journal 8/2007

Full article HERE

 

 


Meet the New You: In Teen Second Life, librarians can leap tall buildings in a single bound and save kids from boring assignments—all before lunch

By Kelly Czarnecki and Matt Gullett

School Library Journal, 1/1/2007

Full article HERE

 


 

Real Life Migrants on the MUVE. Stories of Virtual Transitions

By Ross Perkins and Cathy Arreguin

Learning & Leading with Technology | May 2007

Full article PDF HERE


Back to top

Notes & Ideas: What Are You Implying About My First Life? Real Students, Virtual Space and Second Life


Filed under: Essays | Teaching and Technology | Second Life | Virtual Space
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.

Back to top
 

'Second Life' develops education following
Virtual world being used by some educators and youth groups for teaching, socialization

By Justin Appel, Assistant Editor, eSchool News

Second Life, an enormously popular program that immerses participants in an online virtual world of their own making, is being used by a growing number of educators and youth organizations as a vehicle for instruction.

November 10, 2006—An online virtual world that has become one of the web's most popular activities is also becoming an increasingly popular venue for teaching and socialization among educators and youth organizations.

The program, called Second Life, which first opened to the public in 2003, immerses participants in a virtual world of their own making. By setting up an account (either paid or free), users are able to create a virtual persona known as an avatar, which they can personalize to look however they want.

The program, from San Francisco-based company Linden Lab, allows users to create everything within their virtual world. Users are able to buy and sell plots of land, objects they have created themselves, and so on. The world itself and its economy closely resemble that of the "first life," as some in the virtual community call everyday society.

In fact, hundreds of thousands of real dollars change hands in Second Life daily, and it would have an annual gross domestic product of around $150 million if it were to stop growing today.

Whatever Second Life is, it's clear that it belongs in a different class than the virtual realities of film and fiction that have gone before it. The closest comparison would be to online video games such as "World of Warcraft" or "The Sims Online." Users download free software that opens a portal to Second Life, and Linden Lab's servers draft models of the ever-changing world and send it back to users as a real-time video. The difference is, Second Life is not a game. It doesn't have a goal, and most resources aren't restricted. Characters can fly or breathe water, and they never age or die.

With the popularity of Second Life soaring (more than 1.2 million people have joined throughout the world), it was only natural that educators would take notice of the phenomenon and begin exploring the possibilities of turning it into an educational tool.

Linden Lab has been encouraging educators to take advantage of the multimedia and social-networking possibilities within its program. A year ago, an eMail list was started for educators interested in using Second Life. Within the year, the list has grown to more than 700 educators around the world. In addition, Linden Lab offers the purchase of private islands at discounted rates to educators and nonprofit organizations. If educators want to test out Second Life for a class, Linden Lab will even offer them a free piece of land for the duration of the class. Small private islands are sold for $980, as well as a monthly land fee of $150.

A main draw for educators in using Second Life is the improvement in interaction and expression when compared with programs such as distance-education courses. "I think that is one of the things that's so attractive to educators using Second Life," says Linden Lab community developer Claudia L'Amoreaux, or Claudia Linden as she is known within Second Life. "The quality of interaction is hard to even describe. It doesn't replace face to face, but it does enable working with people all over the world."

Despite Second Life's immense popularity, the appropriateness of its content for students is an issue. As with the web itself, there is a range of seedy activity available to users: Gambling, stripping, and virtual prostitution are easy to find if you look for them. Partially because of that, Linden Lab has set up a teen version of the world, known as Teen Second Life.

Teen Second Life, or TSL, is arranged in the same fashion as the adult version, although there is only PG-rated material available in it. The world is restricted to teens ages 13-17, and all adults other than Linden Lab employees are banned from entering the main island in the world.

In recent months, Linden Lab has begun to promote TSL's educational value. Private islands have been set up as the only place where educators can set foot if they decide to participate in the program. The privacy of the island is left up to the educator or organization purchasing the island. Users can choose whether they'd like the island to be limited to students in their class or program, oras in the case of the New York-based youth development organization Global Kidsopen to any teen using Teen Second Life, giving teens the opportunity to explore and participate in group projects.

Back to top


 

More links to articles...

Anderson Terry. "An Educator Discovers his Second Life." Virtual Canuck.

http://terrya.edublogs.org/2006/07/17/an-educator-discovers-his-secondlife/

Great overview of many SL educational aspects with a nice eye to the history of virtual worlds, moos, muds, and technology.

 

Appel, Justin. "Second Life Develops Education Following."  eSchoolNews        Online

Another basic introduction. You also can't read beyond page one without registering with eSchoolNews.

http://www.eschoolnews.com/news/showstory.cfm?ArticleID=6713

 

Cohen, Kate.  “Right Click to Learn” The Boston Phoenix Online

http://thephoenix.com/Article.aspx?id=20561&page=1

General introduction to both SL itself and the general education possibilities. Briefly covers SL's use for long-distance education and features a mention of Sarah Robbins. 

 

Kieran, Christopher. "Second Life and Google Earth are Transforming the        Idea of Architectual Collaboration." Architectual Record Online

http://archrecord.construction.com/features/digital/archives/0701dignews-2.asp

A short article but significant for its discussion of a course taught at the Montana State University School of Architecture. Discusses effects of SL and Google Earth on the field.

 

Lamb, Gregory M. "Real Learning in a Virtual World."  Christian Science  Monitor Online

http://www.csmonitor.com/2006/1005/p13s02-legn.html

General overview of education possibilities in SL, featuring examples from Harvard, Ball State, and Bradley University

 

Learning Circuits Blog. "Second Life is Not a Teaching Tool."

http://learningcircuits.blogspot.com/2006/11/second-life-is-not-teaching-tool.html

Cause we can all use a counterpoint every once in awhile.

 

Levine, Carrie. "Schools, Libraries, Finding Second Life in Second Life"        Charlotte Observer Online

http://www.charlotte.com/mld/charlotte/news/16668269.htm

Contains brief history of SL and focuses on the Public Library of Charlotte & Mecklenburg Countys' virtual island.

 

McGolerick, Elizabeth Weiss. "Online Degrees. Second Life University"

http://encarta.msn.com/encnet/Departments/eLearning/?article=SecondLife

Article on MSN Encarta with a lot of quotes from various people in the fields of education and virtual technologies.  Good focus on distance learning and also noteworthy for a rational discussion of the world's pitfalls.

 

Mitch Kapor on the Power of Second Life. 3PointD.com

http://www.3pointd.com/20060820/mitch-kapor-on-the-power-of-second-life/

Quite lengthy but informative article that quotes heavily from Kapor's speech at the Second Life Community Convention.  Contains information on the early history and start-up of Linden Labs and discussions about innovation and "disruptive technologies."

 

Olsen, Stefanie. "Universities Register for Online Future." CNET News

http://news.com.com/2100-1032_3-6157088.html?part=rss&tag=2547-1_3-0-20&subj=news

Focuses on how the California State University School system is planning to utilize SL and features quotes from chancellor Charles Reed, UCLA's Jane Kagon, and others.

 

Rabble Podcast Network

http://www.rabble.ca/rpn/podcast.php?id=wos

Hosted by Wayne MacPhail, this podcast interviews a number of eduators and activists about how their Second Life has affected their first one.

 

Reuters, Adam (Adam Pasick). "Prof Gets Funding for Virtual      Shakespeare World." SL News Center

http://secondlife.reuters.com/stories/2006/10/18/prof-gets-funding-for-virtual-shakespeare-world/

Covers Indiana University Professor Edward Castronova's plan for constructing an SL island where people can encounter and interact with Shakespeare's texts and ideas. He will also use the land to conduct experiments for testing economic theories.

 

Second Life.  SL Education Page

http://secondlife.com/education

This page features general information on education possibilities in SL.  It also includes land prices, mailing list info, and opportunities for schools and universities.

 

Tebbutt, David. "Is Second Life a Brave New World?" IT Week Online

http://www.itweek.co.uk/information-world-review/features/2184795/second-life-brave-worlds

 

Terdiman, Daniel. "Second Life Teaches Life Lessons." WIRED online

http://www.wired.com/news/games/0,2101,67142,00.html

Focuses on organizations using SL for purposes such as teaching social skills to abused children and providing stigma-free social interactions for people with cerebral palsy.

 

Wagner, James Au. "The School of Second Life." Edutopia.

http://www.edutopia.org/1709

More general introduction material but does feature some nice pull quotes from members of Global Kids and Kids Connect.

 

Walker, Jim. "Double the Pleasure, Double the Fun? Second Life is Changing How People Interact Online." InTake Weekly.  Indianapolis http://www.intakeweekly.com/articles/8/026252-4708-160.html

 

An article focused mainly on a basic overview of SL, but notable for its section on Sarah Robbins's class at Ball State University. Includes short mention of class activities and student discussions.

Wong, Grace. “Educators Explore Second Life Online” CNN Online

http://www.cnn.com/2006/TECH/11/13/second.life.university/index.html

 

 Back to top

 

Last Edited 09/02/2007


 

Certain materials are included under the fair use exemption of the U.S. Copyright Law and have been prepared according to the multimedia fair use guidelines and are restricted from further use.

Creative Commons License
This digital library collection is licensed under a Creative Commons License.


Organization of this content is presented as

Margaret Sheehy's Final Project,

 Digital Libraries - ILS-655-S71,  Professor Yan Quan Liu, Ph.D
SCSU 7/2007


©2007 MetaVersEd Ltd.


Hit Counter