Friday, September 3, 2010

The Good of Second Life

Since we so often focus on the sleazy side of technology and the harm it can do, I'd like to dedicate a post to some advantages of virtual worlds, specifically Second Life. I am by no means a proponent of Second Life. In fact, I dislike it as a social network for many reasons, but there are definite educational and work advantages to it.

In a previous course at my home university I had a term project that required me to create a Second Life account and participate in the world. The goal was to become an expert on all things Second Life and report back to the class on my experience. Naturally I came across the dodgier side of the world, often being engaged by less than savory characters. However I learned a lot about the innovative uses of virtual space for educational and business purposes. Many institutions have created “islands” for their students and employees to meet in. Both universities and businesses can hold in world conferences and classes for people who normally would not be able to attend such functions. For classes specifically, Second Life offers individuals opportunities to not just learn about their subject, but to experience it. Of course the experience is still dampened by the fact it is not actually hands on but it definitely is a step in the right direction.

A really good example of the use of creative space in Second Life came from the University of Sydney. The island incorporated areas where Greek mythology students had recreated scenes from different myths. Near each scene was a brief write-up about the myth. On the other side of the island was a hospital. This was particularly interesting, because it integrated action functions where avatars could take on the role of patient, nurse or doctor. It allows med students to apply their knowledge in virtual role-playing created and moderated by educators (Sanchez, 2009).

So there you have it! A lesser discussed topic of virtual worlds, but it is important to remember that legitimate steps forward in the use of virtual technology are happening alongside the sketchier bits.


Sanchez, J. (2009). Pedagogical Applications of Second Life. Library Technology Reports, 45(2), 21-28. Retrieved from Academic Search Premier database.

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