Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Wednesday, March 25, 2009

SL and Other Virtual Learning Options

An article came out Monday (3/23) on virtual training and options beyond Second Life (SL). One of the first things the author, Jon Wilcox, mentions is that SL is not the virtual world darling it used to be. Wilcox is not the first to suggest that SL has entered a "gloom stage" (see Greenberg, 2008), but he doesn't dwell on this apparent turn of events. Nor does Wilcox imply that this signals a decreased interest in virtual learning. On the contrary. He instead turns to examine virtual worlds that are being investigated such as OLIVE, IBM's INNOV8 v.2, and TruSim. Mary Matthews, the strategy and business development director at TruSim outlines several requirements for successful virtual worlds. She argues that one of the most important features can also be the most difficult to determine - the right level of fidelity. Stated another way, not every training or learning task may require a highly detailed representation or a depiction of realistic characters.

While the current economic downturn may make some institutions more cautious in their experimentations with virtual worlds, this is not the case for everyone. Wilcox mentions, for example, that 50% of classes on one subject at a Boston university are using virtual worlds. Unfortunately, the name of the institution and the specific subject are not provided. On the surface, this sounds impressive, but it may not be. The subject could one in which two classes are offered; this would mean only one class was using virtual worlds. Also, why wasn't the name of the institution given? Does this Boston university even exist, or was this example used because it gives the illusion that virtual educational initiatives are alive and well in the physical world?

I do believe that virtual worlds have the potential to improve distance education and training. But because institutions are looking for ways to cut their budgets, they are likely to be more cautious in their adoption of emerging technologies. Many educators have been consuming new technologies like a child eating cotton candy at the county fair. After awhile, though, the excessive amounts of unnutritious fluff don't taste so good. At present, it appears that some virtual worlds may not be quite as appealing as they once were. Thus, it is necessary to examine these digital spaces more critically than has been done in the past and determine whether more nutritious options are available.

Monday, March 23, 2009

Monday Morning with Foucault

It's amazing the thoughts that come pouring into the brain during an early a.m. run. Today is not a particularly lovely spring day - cloudy, around 50 degrees with gusty winds from the SE, and rain is on the way - but the run was one of the best I've had in recent weeks and left me feeling inspired. Must be the adrenalin high.

So, how does Foucault fit into this? Over the past few months, I've been preparing my dissertation prospectus, human subjects materials, and dissertation proposal. While the chair of my committee told me I didn't need to do any additional reading, I felt that my current perspective felt tired. Perhaps that was merely a reflection of the physical tiredness I've been feeling from training for a half-marathon, but I was in the market for inspiration.

Luckily, Dr. Elisabeth Davenport visited IU at the end of January during an unprecedented snowstorm. Following her discussion on dialogic methods in information science, I was able to talk to her about her interest in social media. In addition, she pointed me in the direction of some of her colleagues who are currently involved in social media research, including virtual worlds.

One scholar in particular who has caught my attention is Dr. Siân Bayne. In the several articles and book chapters I've read thus far, Bayne takes a more critical approach that most elearning scholars. Because reading much of the educational literature is like consuming an endless amount of cotton candy at the county fair, Bayne's references to philosophers such as Foucault and the points she makes about the limitations of digital spaces was like adding a serving of fruits and vegetables to an otherwise unhealthy diet.

Through Bayne's work, as well as a piece on virtual topographies by Mark Nunes, I stumbled upon Foucault's work on "other spaces." In that article, which originally served as the basis of a lecture presented in 1967, Foucault discusses utopias, or "unreal spaces," environments that have no place. In contrast, he presents the concept of heterotopias, which are based on real places, but at the same time are unreal, as well. In his discussion, Foucault outlines five principles of heterotopias: 1) all societies likely have a heterotopia; 2) existing heterotopias that whose function can by altered by a society; 3) the juxtaposition of heterotopias, some of which may be dissimilar, in the same space; 4) heterotopias linked to time (i.e., heterochronies) and breaks with traditional time; and 5) entrance into and exit out of the heterotopia.

As I was trying to wrap my head around these principles of heterotopias, the characteristics of Second Life (SL) came to mind. First, several scholars claim that today's students are a different type of learner - they want an educational experience that is unlike traditional teaching and learning interactions. Next, education is undergoing changes such as moving from a physical classroom to an online space. Third, in SL entities that individuals may not find located in the same part of town may be neighbors in this virtual world. For example, an island were educational activities occur may be located next to a risque nightclub. The fourth principle - time - also applies to the SL environment. In-world, following SL time (SLT) is the norm. Individuals unfamiliar with SL may not realize it at first, but SLT is simply Pacific Time. And finally, SL is free, which means that it is open to everyone. Yet, at the same time, the steep tech requirements exclude individuals who cannot afford high-end computers.

I'm still trying to determine how to incorporate the concept of heterotopias into my own work and how they related to SL. At present, it has served as rich food for thought.

Friday, December 12, 2008

Gaming and Gender

Williams, Consalvo, Caplan, and Yee have produced a piece (pre-pub version) that touches on the gaming and gender issue. As you may recall, Williams, Caplan, and Yee published in July 2008 an article that attempts to debunk the gamer gender stereotype. In other words, the image of a young boys playing video games alone in their parents' basement is no longer an accurate one. The latest article, which has been accepted to the Journal of Communication takes a more obvious gender approach due to its use of gender role theory as a lens with which to view the data. The data used in this analysis came from a large survey dataset and unobtrusive behavior data from one year of game play. The focus of this work was on the massively multiplayer online game (MMOG) EverQuest 2 (EQ2), and the primary research question centered around the basic differences between male and female EQ2 players.

Starting with some of the demographics, 80% of the sample were male (N=2,006) and 20% were female (N=434). Williams et al. found that the females were older, less likely to be students, less likely to be employed, but played more hours than their male counterparts. Females played for social reasons, but the males played to beat the game. Also, the females typically played with a romantic partner, whereas the males played alone. In cases where the males and females played together, the males were often less happy than the females. Why? Maybe the males felt like their space was being invaded? Maybe they didn't like their female partners interacting with other male players? Maybe the females were as skilled (if not more so) than the males, and they didn't like being shown up by their partners? Questions, lot of questions.

There's more. Both genders underreport the amount of time they play video games. However, the female players underreported their gameplay activities at a substantially higher rate than the males. In terms of the players health, the males thought they were healthy and fit. Interestingly, even though the females played for longer periods of time, which means they were engaged in prolonged periods of sedentary activities, the females were actually healthier than the males. The health and fitness levels of the males were aligned with the assumptions but the female levels were not. Could this be the result of inaccurate self-reports by the females? The authors claim that more research is needed to further investigate this issue.

One demographic question the authors asked was related to sexual identification, which produced, according to Williams and his colleagues, unpredicted results. The analysis found that female players were more more likely to report being bisexual; in contrast, males were less likely to report being homosexual. These findings were surprising in that they did not match the general population estimates. Almost 4% of the males and approximately 7% of the females declined to respond to the question put forth by Williams et al., so the difference between the EQ2 players and the general population estimates could be even more pronounced.

Gender differences among individuals who venture into virtual worlds is a rather untapped area. Thus, research like the Williams et al. study is important to further our understanding of gameplay activity. This is a first step, and more research is definitely needed to investigate the plethora of questions that remain. Are EQ2 players unique or do they share characteristics with World of Warcraft (WoW) players or even Second Life (SL) residents? Longitudinal research is needed as well to determine whether these characteristics represent a snapshot in time or whether they persist over extended periods of gameplay in virtual environments that continue to evolve.

Saturday, December 6, 2008

I Read the News Today...

In the past week, there have been several articles in the mass media about Second Life. The interesting thing about the following pieces is that they take a more negative/cautious stance on this virtual world - the first two in particular.

Second Life's Second Wind: Has Second Life moved away from the hype and into a gloom stage?

Why is It Called Second Life When There's Nothing Alive There?: "Wandering around Second Life today is like visiting Blackpool in February; all sad empty shops, deserted car parks and the stench of loneliness..."

Is There a Second Life for Teaching?: Two sentences in this piece sum up part of my dilemma with educators appropriating technologies designed for non-educational purposes in hopes of making the learning process more palatable to students.

"Salmon believes that Second Life constitutes a good example of 'edutainment' - the idea that students are more likely to learn if they are first amused."

"A recent Jisc/Mori report indicated that Second Life remained the least popular technological pursuit among students. As many as 76% have never, or only rarely, stepped inside a virtual world, and some students polled thought that environments such as Second Life were 'sad'."

And finally...Studies in Second Life: "Duncan Innis stands in front of the class wearing a suit and a semi-up hairdo longer than the real professor’s real-life hair. It’s 11:35 a.m. and class is in session. Of all the students, Deerhunter immediately makes an impression. Maybe it was because he raised his hand before anyone else in class to discuss the media empire of Cosmopolitan."

The instructor stands in front of the class, and the students raise "their hands" to speak. How is this different from the physical classroom. This article concludes by noting that the educators interviewed for this piece recognize that SL will not replace the physical classroom. Nonetheless, they believe it (or another three-dimensional virtual world like it) will become a part of the educational curriculum, at least in Canada.

Saturday, November 29, 2008

A Snapshot of SL Educators

In May 2008, the New Media Consortium (NMC) asked individuals on the Second Life Educators (SLED) discussion list to complete a survey about their experiences in the virtual world Second Life (SL). In 2007, 207 educators completed the survey; in 2008, the number increased to 358 - 64% of these respondents are affiliated with the NMC. The highlights from the 2008 survey are as follows:
  1. Educators are no longer merely exploring SL; instead, they are using this virtual world for teaching and learning purposes.
  2. The contact lists of these educators is growing.
  3. The 2008 respondents are more experienced in SL. Interestingly, a large proportion of the educators in SL are between the age of 36 and 55; few play console video games or engage in massively multiplayer online role playing games (MMORPGs). These individuals are watching less television as well.
  4. Educators want to learn how to create in SL - scripting, machinima, building things, etc.
  5. The majority of educators do not create an avatar that resembles their physical self.
  6. More than half of the respondents have more than one avatar.
  7. Positive experiences reported by the educators included meeting people and interactions with others.
  8. Griefers continue to be a problem in SL.
  9. Top activities these educators reported doing in SL include random wandering, attending events, and meeting new people, just to name a few.
Additional details about the educational activities in SL can be found in the 2008, as well as the 2007 reports.

Tuesday, November 11, 2008

Serious Virtual Worlds

I've read a lot of Sara de Freitas' work (e.g., here and here), and I enjoy reviewing the reports she produces. They are thorough, insightful, and I always find that I learn something. Her latest report, "Serious Virtual Worlds" is no exception. In fact, it's one of the better pieces I've read recently on the topic of educational uses for virtual worlds. If you don't have time to read through this 52 page report, make time to peruse the tables that are integrated throughout the text.

De Freitas begins by stating the obvious: virtual worlds are popular. However, many of the claims made about the popularity of these environments are found in blog postings and other informal, and unvalidated outlets. Thus, it is difficult for educators to know which ones to select and for which contexts. The purpose of this report is to help policy makers and educators better understand virtual worlds. In addition, de Freitas hopes to shed light on the role learners play in these worlds.

Not only does de Freitas provide a nice literature review on the current state of virtual worlds, but she also provides case studies on five virtual worlds: 1) Active Worlds Educational Universe (AWEU), which was launched in 1997; 2) Project Wonderland, an open-source world; 3) Online Interactive Virtual Environment (OLIVE), a world used for training by the U.S. military and medical schools; 4) Second Life SciLands; and 5) Croquet, a world that has been described as "Alice in Wonderland-type" (p. 21). One thing to look out for is a shift from the name virtual worlds to immersive worlds. De Freitas seems to use these terms interchangeably, and she may be previewing a change in the way we refer to these worlds. [NOTE: She also used the term "immersive" in her 2007 report on game-based learning.]

In the section on "Working Worlds," de Freitas outlines five different categories of virtual worlds. They include the following: 1) role play worlds; 2) social worlds; 3) working worlds; 4) training worlds; and 5) mirror worlds. She also provides examples of each type of world (e.g., World of Warcraft is listed as a role play world, whereas Second Life (SL) is categorized as a social world) and notes the value of these worlds for learning and education.

One section of this report that is of particular interest to me is de Freitas' discussion on the blending between massively multiplayer games (MMOGs) and SL. A convergence between the two, according to de Freitas, is "quite possible" (p. 12). In fact, she highlights the use of Project Darkstar as Project Wonderland's underlying technology as an example of the convergence between the two. While there are scholars who claim that open-ended virtual worlds such as SL are not games (e.g., Bartle, 2004; Kelton, 2007; Oishi, 2007; Steinkuehler, 2008), there is not 100% agreement on this point. Virtual worlds and MMOGs are becoming more alike, and as a result, the game vs. not a game "debate" may be wasted energy. Instead, the more interesting point to examine may be why open-ended virtual worlds are becoming more game-like. Or, alternatively, the focus may be on why MMOGs are becoming more open-ended virtual environments.

Overall, virtual worlds place greater emphasis on the learner. Further, there are signs that physical world and virtual world experiences are beginning to blend. In the end, though, de Freitas contends that virtual worlds will not replace face-to-face interactions. Instead, these virtual spaces will supplement traditional approaches.

Friday, October 17, 2008

Darwin in SL

A group from the University of Cincinnati has developed a SL recreation of Darwin's research. This project is one part of the university's 2009 Darwin Sesquicentenial Celebration, which commemorates the 150th anniversary of Darwin's The Origin of the Species. Starting in January 2009, visitors to the SL Galapagos Islands will be able to retrace Darwin's steps and examine his research in a virtual venue.

Saturday, September 27, 2008

Back to virtual school

The September-October 2008 issue of EDUCAUSE is devoted to education in virtual worlds, particularly Second Life. For those well-versed in the virtual world literature, most of the contributions (i.e., utopian love-fest) will not be new. If you want to see what's being discussed by educators today, this issue is a quick read. The most "balanced" contribution in the collection is the last one. So, if you're pressed for time, focus your attention on Chris Johnson's "Drawing a Roadmap: Barriers and Challenges to Designing the Ideal Virtual World for Higher Education."

Enjoy!