This blog post is a collection of thoughts and notes from two papers which discuss Secondlife.
Notes from Paper 1: Pedagogy and Learning in the Virtual World of Second Life®
By Leslie Jarmon, Ph.D.
Second Life is an extremely dynamic online platform that offers its users endless opportunities. As Jarmon (et al) discuss:
"Teachers and students are creating ways to integrate other computer-supported communication and research tools into their SL activities. They are importing image collections from Facebook, MySpace, and flickr, forming study groups in Google groups, importing spreadsheet data for genetics class, importing PowerPoint materials, linking to standard web URLs in SL (called SLURLS), connecting with RSS feeds, creating video content, and streaming digital audio."
The table below from Jarmon (et al) paper summarises the costs and benefits of SL.
Notes from paper 2: The Theatre of Performance: Potential for Role-Play Training in Second Life
Morse, Littleton, MacLeod and Ewins
Image: Holyrood Park in Second Life
Study investigates the potential of role play within SL for use in employee appraisals.
- Standard avatar costumes provided
- Involved Students from MSc in eLearning
- Real life role play involves immediate interpretation of, and reation to signals from others
- Online text based role play allows for more time for reflection, and potentially the time to consult mentors or others during a scenario without others knowing,
- Virtual worlds may offer advantages in connection with motivation and play
- Online roleplay potentiall allows for greater suspension of disbelief during a scenario than in real life equivilents.
- Identity exploration takes us beyond the physical notions of passport, fingerprint or iris. Exploring one’s own identity and perhaps experimental identities, and thus being prompted to consider how others might react or think, is the essence of this enquiry. The ability to imagine the situation of another could be extended by rehearsing to be an ‘other’ personality.
- Virtual worlds, including Second Life, offer opportunities to explore these different ‘ways of being’. One can create a new physical representation, character and, to an extent, skills and attributes. The environment can change over time. Both text and voice can be used to exchange and interact. For participants there is creativity and potential for experiment. What is the impact of creating such identities?
- A person’s ability to create, interpret, and evaluate the models underlying the simulations plays a large role in his or her ability to use them wisely (Prensky 2009, p4).
- Good initial learning should promote good practice, but poor skill and understanding may require both unlearning and re-learning (Lewin, 1951; Becker et al., 2006) – an expensive business for all concerned
- Potential participants were identified on the basis of having some employment experience and thus some possible direct experience of performance appraisal in the workplace, and were approached individually after class. Voluntary agreement to participate was secured from 10 people who indicated some such experience, either as appraiser or as appraisee
- The argument for taking role-play online is that the fantasy environment that can be created there can contribute to the realism of the role being played. The virtual environment can both augment the narrative of the exercise by the addition of an appropriate backcloth and props, and can remove the distraction of known faces and mundane surroundings.
- While our observations indicated a high level of engagement on the part of the participants in the task in hand, we also observed an important element of 11 disengagement which we would like to discuss, and which we intend to build upon in subsequent studies.
- person engaged in the role-play was able to react, out of character, to social interaction in the role-play without that reaction interrupting and contaminating the ongoing narrative
- Gee: Three Identities, real world identity, virtual identity and projective identity
- One future area for exploration and development will be to design approaches to online role-play that allow us to harness the potential of this projective identity.
- Text communication used to reduce bandwidth though regretted the absence of voice tones that indicate when the finish speaking (Same as Skype)
- Text communication allowed for more monitoring and self censorship as oppose to just talking.
- Typing over each other difficult to not 'step on toes'
- SLowing the pace down reduced how much could be covered in one session
- Our previous experiences of teaching in Second Life show that students do adapt to the technology, but what takes longer is adapting to the technique
- Two issues arose when considering how to augment the social and interactive nature of the experience: 1. facial expressions – tone of voice, lack of reaction; 2. the greater impact of their partner’s avatar’s appearance – participants were not so conscious of their own.
- the behaviour of their avatars provided no clues about how participants were feeling; indeed, it could sometimes be unhelpful, such as when avatars adopted the defensive-looking default posture of crossed arms.
- SOme participants saw it as a game rather than a research activity
- Dress of avatars not suited to the activy (i.e. wearing flippers in a business meeting)
- Certain skills were notable in determining how fully participants engaged with the role-play: previous experience of role-playing, computer literacy, and good command of the language
- The relative levels of digital experience among employees will alter over time, but eventually all employees are likely to be part of the digital revolution. Second Life and its successors may one day be used not only for appraisal training but during performance appraisal itself, by national and international companies seeking cost-effective ways to bridge large distances.
Image: Role Play Appraisal
In my area of work in schools, SL is not a platform that we would consider utilising. The primary reason for this comes down to child protection. As you will see in the image below, *all* types of people can use Second Life. There is a lack of control, over who children potentially can interact with and means that it simply isn't possible to take such a risk. It could be argued that we are not teaching our children to be aware of online dangers and be responsible for their own online behaviour, but that is for another post and possibly my dissertation!
Image: Indecent man in Second Life
Keywords: IDGBL11















