Second Life is a virtual world platform that is used by many universities for online education. It allows for increased student motivation through gamification and fun engagement. Students can interact through their avatars to gain complex understandings and reflect on their decisions. Intelligence and knowledge is built collaboratively as students engage with each other. However, there are also disadvantages such as technical issues, lack of non-verbal cues, and a steep learning curve for new users to navigate the virtual environment. Overall, Second Life provides opportunities for learning, growth, and collaboration despite some challenges with virtual learning.
2. Second Life is a massive multiplayer online role playing game MMORPG Developed by Linden Research Inc. It is a user generated, “computer based, simulated, persistent environment that supports synchronous” and asynchronous “interaction between users personified as avatars.” (Online Virtual Worlds 2008) Second Life is usually thought of as a game, but it is so much more. It is a space for participation, collaborative and transformative learning, community building, personalized learning, social interaction, and identity development. (Rosen 2010) What is Second Life?
3. Second Life is a virtual classroom used by many universities such as Harvard, Princeton, and Edinburgh. (Jacoby 2008) Universities such a Elon have entire online campuses with classes held in the virtual environment.
4. Increased motivation. Playing games is fun and engaging. “Learners who are having fun tend to be successful” (Hirumi 2010). Complex understanding and reflexive learning. Students an interact thru the game to gain understanding and experiment and reflect on their decisions and the outcomes. “Intelligence is collective and knowledge is collaborative” (Pegrum 2009). Students are engaged in collaboration and consensus building. Advantages of learning as a game in a Second Life classroom
5. Need facilitation and goal framing are accomplished by the student being cast as the learner hero in accordance with self-determination theory. (Rigby & Przybylski 2009). Educational games allow the hero to build autonomy and competence while acting for the community.
6. “Visual and verbal context clues are removed” (Palloff & Pratt 2007). Body language, gestures and tone of voice are all altered or missing. Technology glitches reduce effectiveness. Students must own or have access to current computer hardware and software. Spending time on Second Life has addictive qualities. “Steep learning curve for newbies” Students new to Second Life may experience frustration with learning to navigate, creating avatars and communicating with other avatars (Mancuso et al 2011). Disadvantages of learning as a game in a Second Life classroom
7. Games take time. Teachers may spend additional time preparing online content. Loss of teacher control over what pat of the content is meaningful to the student. “Traditional learning may now seem dull. Games can be fun and engaging…for some students and they may seem to disengage during traditional instruction” (Hirumi 2010, p. 48).
8. Second Life is a part of web 2.0 and those technologies allows “learners to link up, create, consume, and share independently produced information, media and applications on a global scale” (Greenhow et al 2009). Even though there may be difficulties with virtual learning, Second Life provides excellent opportunities for educators and students to learn, grow and collaborate as pert of their education. Conclusion