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Media, education, arts and technology

Second Life and E-learning

My presentation at My So-called 2nd Life was about new possibilities in the market for 3D e-learning platforms. I focused on what Second Life (or analogous platforms) could become, and why there are some interesting opportunities in the education market right now.

We can summarize the history of internet-based e-learning as a progression from asynchronous communication to synchronous: Initially, teachers adopted the older models of correspondence courses and distance-learning by putting course content online: First, virtual course books and handouts (static HTML), then virtual classrooms (e.g., WebCT, Blackboard), and now “blended learning” in a distributed learning space encompassing both classrooms, tutorials and online interaction (face-to-face, online support materials, email access to tutor, discussion boards, class blogs, etc.).

In practice, teaching is about 3 key elements: Content, supporting materials, and most importantly dialogue. Conversation, as we know, is inherently unpredictable and off-topic. The strength of the conventional seminar, from Plato onwards, is that it allows for digression. Learning is not the linear acquisition of content. It’s the activity of leading the student around an area of interest, knowledge or skill so they can explore it and acquire it themselves. True pedagogy, in that sense, can’t bee too much “on the nose” – it has to incorporate a sense of potentiality, of the unexpected and unrehearsed.

Second Life can teach a valuable lesson to those seeking to develop educational software that allows for digression: It is now the internet’s premier 3D environment for user-generated content. Second Life is Web 2.0 as a spatial metaphor. Like SL, an e-learning platform has to be as open as possible – the interface has to allow for new tools to be built from scratch within the environment.

Universities, schools or corporations require e-learning systems that demand only standard internet-skills of the students, and a very small initial skillset of teachers. If it takes more than 5 minutes to figure out how to put up a basic page and upload some handouts, there’s something wrong. Rule of thumb: If it requires training sessions, your software has problems.

Now, Second Life can definitely be used for education purposes. There’s already a lot of very interesting e-learning activity going on there. However, those activities are conducted by participants who are already Second Lifers – access and skills are not an issue for them to begin with. Second Life is not easily accessible because of (1) the bandwidth and computing requirements (at minimum a Mac G4 or a Windows machine with a beefy processor and graphics card), and (2) the skillset and vocabulary required to navigate the world. Hence, Orientation Island:

Graduation pic
Here’s my avatar, Garth, about to graduate. A proud moment for all concerned.

The very need for Orientation Island shows that Second Life is not accessible and lightweight enough to use in mainstream education and training. This is the key challenge for anyone who wants to develop such a system. Of course, Prof. Charles Nesson of the Harvard Law School made the news recently for teaching a class inside Second Life. As a proof of concept, that’s fine, but as a feasibility study it fails on one simple premise: He needs a tech-support staff of seven (see the video here) to do it.

Nesson’s video raises a key question for me: Do we really need a spatial metaphor to navigate an online learning environment? The user needs an exponentially larger skillset to build and use a 3D online environment – whether it’s for education or collaboration. (Active Worlds Educational Universe (AWEU) is an attempt to translate this into education, still very much at the experimental level). One benefit of a 2D interface is it’s lack of features, simple skillset required of users, and a modest demand on computing resources and bandwidth.

With those practical restrictions in mind, here’s a loosely defined list of opportunities, ranging from short term to extended long term:

Short term: (1) 2D Web 2.0 options for teachers, using a blog/wiki platform for simple delivery of audio with visuals, chat, discussion boards, shared text/audio/video resources (blogs, wikis), allowing both private and group voice communications.

Medium/long term: (2) A 3D platform built on top of option 1, with integrated voice communication (unlike Second Life Education with it’s Vivox solution). This could possibly be divorced from a “universe” like Second Life and hosted on a secure intranet. This would need a “lightweight” interface that is far more immediately usable than SL’s. (Interestingly, the new World of Warcraft is a good example of such an interface, see Greg Kasavin’s Gamespot review video).

This could be an optional 3D “virtual classroom” module, serving as an environment for online seminars, hangout for distance learners, etc.

Extended Long Term: (4) Augmented Reality options, overlaying the real world with 3D information. A digital space could be imported into a physical environment (classroom, lecture theatre, outdoor park, performance space, private living room, etc.), and a student could attend a seminar from home, interacting with an illusion of full-size avatars in his/her living room.

Of course this is just a brief sketch of possibilities. The key point is that Second Life holds many lessons for developers of educational software, but in itself the SL world is right now not a feasible place for most education/training providers to build an outpost. However, the possibilities it raises cannot be ignored. Anyone interested in the potential future of e-learning would be foolish not to play in Second Life and other online environments.

Filed under: Education, Social media

My So-called 2nd Life

Tuesday’s My So-Called 2nd Life event was great fun. I owe thanks to Mike Butcher (see his overview on TechCrunch UK) for inviting me to speak on Second Life and e-learning.

The presentations were quite diverse, and I don’t think I can summarize them half as concisely as Roo Reynolds has done on Eightbar. He himself was the star of Adam Reuters’ coverage of the event (from Reuters’ SL bureau) having said that “v-business” could be a strategy for IBM, just as e-business has been.

Despite having fun and learning a great deal, I was surprised at how little attention was paid to enterprise in Second Life and other online environments. The focus was very much on big brands moving in, rather than small businesses coming from inside SL. In that sense, I was disappointed that the consensus seems very much to be that Second Life is just another media platform to be folded into existing corporate marketing strategies, rather than a seedbed for new business models and opportunities.

Michael Smith (of Mind Candy) and Esther McCallum-Stewart raised the larger question of the proliferation of massively multiplayer online environments, and how they articulate with other media platforms. One can speculate a great deal about how different interfaces compete, why certain synthetic worlds like World of Warcraft flourish, and others do not (There.com, for example). And what about big brands that decide to set up their own synthetic worlds instead of doing it in Second Life? Music businesses are already experimenting with projects like MTV’s Virtual Laguna Beach (which runs on the There.com engine) and Interscope’s The Lounge (originally built for the Pussycat Dolls). I was surprised that the question of what the competition and challenges are to Linden Labs’ product seemed to raise little interest.

Roo Reynolds posed a serious question related to this proliferation of alternatives: Why would companies and institutions want to conduct sensitive meetings on Linden Labs’ servers, inside Second Life? Roo mentioned that IBMers already follow a code of conduct in their Second Life meetings, sensibly keeping silent about financial and patent-information on Linden servers. Why not set up a secure online environment on the company intranet? There’s obviously a market opening up for such services, and the first provider to step into this gap could make a lot of money providing customized solutions for corporate avatar meeting spaces and hangouts.

Would Second Life have an advantage in that market over other interfaces such as World of Warcraft? Seriously, why should it? WoW has a slick interface. All they’d have to do is ditch the castles and armour, dress the trolls in suits and ties, and offer a user-friendly gameworld package ready to be installed on a corporate server.

Generally participants in My so-called 2nd Life (including myself) tended to avoid the truly difficult questions about Second Life as a political space. The exception was Justin Bovington, of Rivers Run Red, who showed the audience an image of the first black person he met in Second Life. This resonated uncomfortably with my own description of it as an online gated community with restrictions on access (bandwith, computer speed, skillset). Alan Patrick points to the “v-government” potential of such platforms, but these are complicated by the fact that they are controlled, privately-owned online environments governed by End User Licence Agreements (see more on this at Terra Nova). Simply put, Second Life has residents, staff and owners – it does not have citizens.

Ultimately, My So-called 2nd Life was useful for me not because of whatever conclusions we may have reached, but precisely because of the questions it raised. Then again, being an academic I always value a good question far more than the answers.

Filed under: Social media

Teens in the spotlight

Here are three very interesting interviews with, and views on, teenagers and their relationship with technology.

In this online video Guy Kawasaki hosts a roundtable on next generation insights. It’s very much about marketing, but fun to watch/listen.

On this list of podcasts from NMK’s excellent Content 2.0 conference in June, scroll down to find the panel “YOUNG PEOPLE & MEDIA: Invisible Culture” (click here to download the mp3).

Finally, in the excellent Ibiblio speaker series, here’s a discussion with Danah Boyd on how young people negotiate the presentation of self in online contexts. The mp4 file is a bit huge, but it’s definitely worth the massive download.

Filed under: Social media, Uncategorized

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