July 2007 — News

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Second Life: Do You Need One? (Part 3)

Second Life (SL) is a massive 3D virtual world that a growing number of colleges and universities is exploring for its educational possibilities. In the first two parts of this series, I introduced some resources to help you learn about SL, join, and get the basics about navigation and communication. I alerted you to some frustrations that you might experience getting your feet wet. I discussed learning opportunities, mentioned some ongoing initiatives, and raised some concerns for using virtual worlds in education. My discussion has been based on the "newbie" perspective through the adventures of Amareal Jewell, the inworld avatar that I created when I joined SL.

No discussion would be complete without hearing the perspective of at least one experienced Second Lifer. That person is Virtual Bacon (aka, John Jamison), whom I've introduced as the creator and owner of imagiLEARNING island in SL. Jamison describes himself as "just an old hippy in a new, digital poncho" in his ongoing work introducing traditional educators and business folks to SL. He actually owns three full island sims inworld, and in his real life he is responsible for the island that is the home of the Game and Simulation Programming Bachelors Degree at DeVry University, which he directs. I've learned so much more from the series of questions I posed to him for this part 3.

Amareal Jewell: Why did you get involved with Second Life?

Virtual Bacon: I read of Second Life in a brief about three years ago and tried it "just to see."  I was immediately struck by the potential for immersive learning activities and the opportunity to create a new approach to learning that is more appropriate to digital learners who have grown up playing in these virtual environments.  It became a professional addiction in about 11 seconds.

AJ: How did you actually create imagiLEARNING island?

VB: I had three goals from the beginning. First was to create a safe environment for "newbies" to come into SL and become familiar with the technology and environment.  The second goal was to create a place that held examples of the wide range of activities and potentials that the virtual world provides.  Thus the mix of games, surfing, skydiving, lecture halls, sharks, theaters ... the works.  Third was to create a place that I could have some fun and be creative in my approach to changing teaching and learning.  I learn best when I am having fun. Thus the water, waves, and my new baby-blue whale swimming gracefully on one of my islands. All three islands change as my learning changes.  They are "living experiences" designed to introduce a new culture to those on the outside.

AJ: How does SL enhance what you do as an educator?

VB: The very experience of Second Life has inspired me to think more creatively about the future of education and keeps my energy level high even when faced by the traditionalists I deal with every day in my real-world job.  It has reconfirmed my personal mission statement to "create the future of learning." Also, it has been the spark and focus of my dissertation, pushing my personal growth and learning.