Using Virtual Worlds in Education:
Second Life as an Educational Tool
Research aims
The research aims of this paper are as follows: firstly, education in SL,
and this part includes getting started in SL and teaching in SL. Secondly, the
paper explores both merits and demerits of using SL in education. Thirdly,
evaluation and suggestions for using SL.
Research methods
1. Sample and setting
9 students as a group and they attended in a upper level psychology class
in SL.
2. Data collection
Collect qualitative feedback from a group of 9 students who attended
class in SL.
3. Data analysis
Students who attended the class in SL were invited to give their feedback
and those data were analyzed by author.
Research results
According to the research, there are more than 100 universities in US are
now using SL. Faculty use these spaces to hold lectures or meetings with
students, display digital artwork, hold music performances, host gatherings,
and build virtual environments. When it comes to teaching in SL, things get
even easier. Teachers can deliver lectures in SL that can be attended by
student avatars. Holding online classes thus students don’t have to travel to
interact fact to face.
For
psychology students, SL provide an interesting platform for research on computermediated social interaction (e.g., Vail et al., 2008). SL makes it possible for students to observe the behavior of avatars in
some particular situations within contexts. To the extent that behavior is similar in virtual-world and real-world environments, virtual worlds present an opportunity for research on many aspects of behavior (Bainbridge, 2007).
When it
comes to merits of using SL in education, firstly, SL exposes students to a new
technology which provide students an experience interacting in virtual world.
Secondly, SL increase students engagement for classes. Students who might feel
uncomfortable to comment and ask questions in real world feel more comfortable
doing so in a virtual world (e.g.,Childress & Braswell, 2006). Secondly, one potential positive outcome of using SL is that SL can provide a platform for more informal interaction between students and faculty. Activities
with teachers are all possible and convenient for students in SL.
In terms
of limitations, first of all, students and instructors have to invest time on creating avatars and learning how to navigate and communicate in the virtual world. What’s more, there are also technological requirements; SL requires more than a basic computer. SL does not always work as planned
and technological glitches can cause problems and delays. What’s
more, students and teacher’s willingness to try new technology needs to be weighed. Some students do not enjoy online interaction, and some might have anxiety about learning to use SL.
Similarly, instructors
vary in their level of enthusiasm for learning new
technologies and the speed with which they learn them (e.g.,
Bente, R¨uggenberg, Kr¨amer, & Eschenburg, 2008). In addition, security
issues must be considered. Students need to be informed about appropriate behavior and safeguarding their privacy while interacting in SL.
As for
suggestions for using SL, they are as follows:
1. Send students to SL with specific educational
objectives.
This
means prepare educational
objectives for student learning activities
in SL, and share these objectives with the students.
2. Be prepared for the unexpected and have plan B.
Engaging
in course in virtual world can pose unexpected challenges when the technology does
not perform correctly. So plan B will be necessary in such situations.
3. Prepare Students for the Social Experience
Make
sure students understand that just as in real life, some people they meet will
be helpful and friendly and others will not. Make sure students know how to
avoid places or leave unwanted interactions, and that they know how to interact appropriately in the virtual world.
In
conclusion, the use of virtual worlds like SL in teaching can bring both
benefits and drawbacks. Some of the potential benefits and uses of virtual
worlds in teaching have yet to be examined. It is clear that many questions
need to be addressed before understanding how this technology can best be used
to facilitate teaching and learning.
Reference
Bainbridge, W. S. (2007). The scientific
research potential of virtual worlds. Science,
317, 472–476.
Bente, G., R¨uggenberg, S., Kr¨amer, N. C.,
& Eschenburg, F. (2008). Avatar-mediated networking:
Increasing social presence and interpersonal trust in net-based
collaborations. Human
Communication Research, 34, 287–318.
Childress, M. D., & Braswell, R. (2006).
Using massively multiplayer online role-playing games for online
learning. Distance
Education, 27, 187–196.
Vail,
B. J., Cronk, A. J., Crosby, B., Richardson, E., Uffelman,
A., Warner,
M., et al. (2008, May). The real life challenge of using Second Life to
teach experimental
psychology. Poster session presented at the annual meeting
of the Association for Psychological Science,
Chicago.
No comments:
Post a Comment