Monday, May 5, 2008

406 Essay #2

Second Life: The Real Ramifications of Virtual Education

Teaching is entrenched in tradition, and nowhere does this seem more obvious than in the English classroom. While Geology and Biology can substitute new theories for old, in English courses we pay homage to a long parade of dead masters of the written word. I would not discard the work of anyone over 30 on general principle, but I believe the windows of the English class and the minds of English instructors should be open to the winds of change. The challenge of teaching in the 21st century is to integrate reverence for tradition with new technologies into more relevant pedagogy. From this perspective, the virtual world of Second Life can be a valuable resource for educators of the "millennial generation." The Millennials, alternately called Echo Boomers or Generation Y, were born between 1978 and 1994 and are the first generation to grow up immersed in technology (Wikipedia). Millennials are fluent users and avid consumers of multimedia and computers in their personal lives and aligning these interests with educational goals is a brave new world for teachers.

Second Life is one such new world: a simulated environment accessed by computer. Users create an account and become "residents" of this richly textured setting. Once a person becomes a resident he then creates an avatar, a digital representation of himself. This avatar can move about in the world, flying and teleporting to islands, parties, cultural events, and classes. There are over 60 schools and educational organizations that have a presence in Second Life (Wong). Harvard University, Stanford, and New York University are among those who have embraced education in this virtual world(Second Life Grid). One of the most fascinating aspects to a non-resident is the fact that real people spend real money on virtual apartments, clothes, and all the material trappings of success that are carried over from the first life. At present, the currency of Second Life, the Linden dollar, is trading at 265 to the American dollar (LindeX Market Data). Linden Labs provides the framework of Second Life, which residents refer to as "the Grid," and the residents create the content. There is a thriving educational community in this virtual world.

Using a simulated world as an educational tool has ramifications. Students that are easily distracted in the real world classroom may find teleporting and assuming an animal identity (an option for an avatar) much more entertaining than focusing on the teacher. Part of my early writing education involved exchanging letters with pen pals, an idea that could be extrapolated into Second Life. Avatars representing students could meet, collaborate on assignments, and exchange ideas face-to-virtual face. This communication seems much more personal than exchanging letters. Online classes could benefit from this aspect of Second Life as well. Like the faceless pen pal of my elementary school days, the other students in my online classes seemed to exist only as words on a page. Creating a sense of community among a disparate population is one of the great advantages of the digital age, and communities of learners that gather in the virtual world are redefining the concept of the "classroom."

History and classic literature are two subjects that offer educators and students exciting possibilities in Second Life. Renaissance Island immerses an avatar in Tudor England with period speech, costume, and buildings (Second Life Insider: Teaching). Imagine studying Shakespeare's plays and being able to see the performance at the Globe! That virtual visit would add a layer of authenticity to a standard lesson plan. To my knowledge, there is no Globe Theatre in Second Life yet. A historical asset currently proposed for Second Life is "Land of Lincoln," which would focus on both the log cabin boyhood and the presidency of Honest Abe (Second Life Insider: Teaching). The Sistine Chapel, the Louvre, the Vietnam Veterans Memorial, and a recreated Ancient Egyptian temple are available on Second Life (Johnson). For science-related writing, a virtual field trip to the International Spaceflight Museum or the NOAA Earth System Research Laboratory provides an opportunity for students to explore the oceans, atmosphere, or space (Johnson).

A writing class that had access to the school computer lab could go on virtual field trips, tailored to the interests of individuals or small groups. Accessing Second Life through the school’s computers may be necessary for those students who lack either an entire computer or just the high powered video card Second Life requires. On my three-year-old Dell, I was unable to access Second Life, so my information was gleaned from the edges, rather than from first hand experience. Although the majority of the Millennial generation are extremely familiar with rapidly changing technology, ensuring equal opportunity and access is a 21st century teacher’s challenge. A 2007 survey of 7,705 college students found that 97% of them owned a computer. 94% owned a cell phone, and 75% had a Facebook account (Social-Media-Campaign). Facebook and MySpace are the virtual equivalent of a door at a college dorm, a projection of personality through friends, photos, and messages. Using Second Life or Facebook as well as podcasting, uploading video to YouTube, or keeping a blog are things many Millennials do daily.

As a teacher, I will try to harness some of the enthusiasm my students have for being active participants in a digital world. Along with the challenge of technological accessibility for all students is the need to limit access to the student body. Second Life’s content has been created by the residents and there are some seedy activities and places of ill repute. Teen Second Life was created to segregate the 13-17 year old population from some of the more frivolous adult pursuits available to Second Life residents. College classes and campuses are on private islands, which limit access to students and faculty. If I was teaching high school and involving Second Life in my lesson plan, Teen Second Life would require me to submit to a background check and verify my employment before allowing me access to that world (Second Life Grid). Those are important and necessary safeguards for the student population.

I hope to explore Second Life more and eventually incorporate it into some lessons. Like a well written novel, it is an incredibly diverse and intricate world. Unlike the novel, with it’s sole authorship, Second Life encompasses many of the themes I believe will define 21st century teaching. The focus on collaboration and group creativity, as well as the problems of in world distraction and unequal access to technology are all relevant to my college, my class, and my work.

Works Cited
"Generation Y." Wikipedia: The Free Encyclopedia. 10 Apr. 2008. 11 Apr. 2008
http://en.wikipedia.org/wiki/Generation_Y.

Johnson, Doug. "The One-Afternoon SecondLife Tour." Education World. 7 Aug. 2007. 10 Apr. 2008 http://www.education-world.com/a_tech/columnists/johnson/johnson020.shtml

Pasteur, Eloise. Second Life Insider: Teaching. 30 Oct. 2007. 8 Apr. 2008.
www.secondlifeinsider.com/category/teaching/


Second Life Grid. Education & Non-Profit Organizations. Linden Research Inc. 2008. 8 Apr. 2008 http://secondlifegrid.net/programs/education+#CampusSL.

Social-Media-Campaign. 8 Apr. 2008 www.virtuscape.com/Social-Media-Campaign.pdf.

Wong, Grace. "Educators explore 'Second Life' online." CNN.com 14 Nov. 2006.
8 Apr. 2008 http://www.cnn.com/2006/TECH/11/13/second.life.university/index.html

* the online works cited does not follow standard MLA format of indenting the second line of each individual citation because blogger won't let me do that. Correct MLA format was followed on the hard copy I turned in for grading.