Second Life has the potential to be an extraordinary asset
to online education. It can be used for a variety of purposes such as building
community between a group of learners, creating simulations that contextualize
learning, reproducing historical and cultural artifacts that would otherwise be
inaccessible, and providing novel ways for learners to develop new content.
(Warburton, 2009, p. 421) Creating instruction in Second Life would engage
learners at multiple levels by involving sight, sound, and personal interaction
with others. Immersing learners in a 3-D world allows them to experience new
situations and solve problems that would otherwise be impossible for them to
comprehend, such as setting up role-playing scenarios for career training.
Although there
are many benefits to using Second Life in an online learning setting, there are
also a number of disadvantages. Some of the biggest disadvantages revolve
around time issues and the need for high-end technological resources. Using
Second Life takes up a lot of time for the instructor, the student and the
technology department of the university or school using the website. Second
Life is a very complex program and it takes expertise and a lot of work to
create a new “world” for instructional purposes. An instructor would need to go
through training to properly design instructional content. Once a virtual world
has been set up, the learners also need time to figure out how to navigate their
new “world”, create new content, and collaborate with others. This can be a
frustrating and “isolating” experience for users. (Warburton, 2009, p. 423) The
technology department at the learning institution would have to have the time
and resources to make sure that equipment at the school would be able to handle
the high demands for bandwidth and processing speed. The IT department members would
also need to be able to address technology-related questions that faculty and
students have about running the program.
Finally, if learners don’t have access to adequate technological
resources they won’t be able to experience the full benefits of Second Life and
may even lose interest if their computers are slow or if they don’t know how to
use the program correctly. (Petrakou, A., 2010, p. 1020) As a result, a lot of
thought needs to be given to whether or not Second Life can be used as
part of an online learning experience. The instructor needs to weigh the
benefits and the disadvantages of using Second Life to make sure that it will
enhance the course before jumping in and using it.
Warburton, S. (2009). Second Life
in higher education: Assessing the potential for and the barriers to deploying
virtual worlds in learning and teaching. British Journal of Educational
Technology. 40 (3) 414–426.
Petrakou, A. (2010). Interacting
through avatars: Virtual worlds as a context for online education. Computers & Education. 54. 1020–1027.
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