A bi-weekly check of my RL snail/paper mail revealed the December 3 issue of Computerworld with a prominent cover story titled, "Second Life: Is there any there there? After a weeks' sojourn, our virtual traveler isn't so sure." A quick search online shows that this piece was originally published via the Computerworld site on November 14; you can read it there, if you like. The article's a little different from other, typical pieces critical of SL, and Computerworld's coverage of SL is better than most other publications, in my opinion. Rather than simply blasting away at SL with retread arguments, Gary Anthes essentially publishes a blog of his experience as a newbie in SL and draws, in my opinion, reasonable, qualified conclusions. On top of that, the Computerworld print issue followed Anthes' piece with an "answer" by Ian Lamont that "What's there is potential."
What follows are my thoughts and impressions regarding the piece, and since the article presents a newbie's experience with SL, I also discuss the implications and lessons-to-be-learned for education.
My editor made me do it. I never would have given Second Life (SL) a second look had she not asked me to write a story about it . . . But Bill Gates and others have appeared [emphasis added] at respectable IT conferences via Second Life . . . so there must be something there, my editor said. Just do it . . .
This is the first indication that this piece may be different from others criticizing SL. Anthes actually admits what others gloss over - a very indifferent to negative attitude toward SL at the outset. He closes the opening section of the article highlighting one of the more useful features and capabilities of SL - networking and communication; I thought the use of the word "appeared" is indicative of the uniqueness of SL. Like no other technology I've encountered, it becomes possible to create a more salient, social presence via the avatar and virtual representation of self. The implications for education lie in SL's potential to connect learners and mentors for distance learning and/or professional development.
Monday: Square 1. Newbies are required to start out doing four simple tutorial exercises . . . three were simple and one was impossible . . . I spent a lot of time stuck on this beginning step, and it was quite frustrating.
The implications for education are two-fold, in my opinion. First, many educators understand the learning curve most students will endure to begin using SL in a classroom environment, but I'm not sure the depth of frustration some users experience is truly understood. Being "stuck on [a] beginning" step is not encouraging, and as I've described before (yesterday as a matter of fact) , can very easily detract from the course relevant tasks. Second, educators need to make sure learners are entering SL via a friendly orientation portal - not the standard Linden-created orientation island. I highly recommend the New Media Consortium's account creation site and orientation island (blog - slurl).
. . . even at this beginning stage, I had my first emotional experience . . . avatar of a woman . . . stopped to say hello. We exchanged a few pleasantries until my (real) telephone rang. When I came back to my PC five minutes later . . . I had inadvertently dissed this nice woman . . . and I felt bad about it. But it was a good reminder of something that I guess I knew but had not really thought about: Behind the two-dimensional avatars on my screen were real human beings [emphasis added]
I think this represents an additional element of orientation educators need to provide to learners - beyond the standard technical orientation. SL does seem like a game at first; it looks like a game, it has controls like a game and appears to have characters like a game. I think it's important to let learners know that there are very real people behind the avatars, and for many real life typists, the avatar is an extension of their real life. This is particularly true of most educators.
Tuesday: Square 1.01. I decided to quit trying so hard to learn how to do everything and just chat with the people I met. Maybe they could teach me things . . . I logged off and immediately ordered "A Beginner's Guide to Second Life" from Amazon.com . . . Wednesday: Dawn. Advice to readers: Buy a book on SL or get some tutoring from an experienced user. With the help of the book and sheer persistence, I painfully -- but, it must be said, with some fun -- guided my avatar down the learning curve.
This goes back to the type of orientation we provide to learners. Requiring learners to purchase or putting them in a position of purchasing a text for a technology that's only incidental to the course is questionable at best. IF newbies, like Mr. Anthes, may potentially feel the need to purchase a book on how to use Second Life, the education industry may need to, at the very least, keep close metrics on the effectiveness of currently available orientations and, as needed, ramp up the level of orientation being provided through additional online resources. In fact, I don't know that I've encountered a traditional, text with graphics type, orientation available via the web.
I walked into a huge, round auditorium called IBM Theatre I. The seats were all empty, and the stage was bare save for a big white board with some semi-interesting techno-items written on it . . . . I made my way to a Sears store, where I found crude images of Sears appliances . . . I saw no other visitors at the IBM or Sears sites . . . Friday: Looking for Commerce. I returned to IBM's main island determined to find an IBMer who could answer some questions. I didn't find such a person . . . I traveled next to the Cisco Virtual Campus and walked into the Cisco Training Center . . . I found neither partners nor employees in any of the training rooms, and no books, computers or training materials of any kind.
As I was reading this, the folks at ISTE Island immediately came to mind; volunteers/docents with the organization take turns staffing the island to provide assistance to SL residents and educators. Given Anthes' experience, I believe educational institutions and faculty choosing to involve learners in SL activities need to establish and provide regular, posted office hours on the virtual campus to ensure the learning space isn't empty when learners visit. And, finishing the article, Anthes suggests, "Each major company location in SL should be staffed with a real person, at least during business hours."
Advice to vendors: If you are going to play this game, make sure it works . . . the corporate presence in SL is so tentative and rudimentary, in most ways inferior to the companies' own Web sites.
Experimenting is good and necessary, but to be taken seriously by learners and the general public, educational institutions should consider developing more polished "fronts" to the virtual presence. Jennings & Collins' (2007) work along with a recent presentation by Dawley (2007) provide initial baselines and best practices for the type of features learners and residents need when arriving at or using a virtual campus.
Thursday: Deja Vu. Rendering 3-D images realistically in real time is incredibly compute- and bandwidth-intensive, more than we have a right to expect from SL. Still, scenes download painfully slowly, often taking more than a minute on my PC, a high-end, dual-core model that has 3GB of memory and is attached to the Internet at 15Mbit/sec . . . The user interface is slow, clunky and primitive, at least compared with what's available in the best computer games today.
This is a tough one for education. Bandwidth and desktop-specifications are a very real concern, and for education, it's not just the learners-at-home facilities - many educational institutions may face challenges in providing the level of bandwidth and desktop computing power necessary to support regular SL use. I don't know that I've ever laid hands on a dual-core machine with 3GB of memory and a 15Mbit/second connection - much less having access to that sort of facilities on a regular basis at home and in the lab.
Sunday: Reflections. To say I tried everything in SL would be almost as ludicrous as saying I have tried everything in my first life. Readers who are experienced SLers will argue that if I had only done this or tried that, or joined such and such a group, I would have seen the magic in this virtual world . . . Perhaps. But I can only report the disappointments as I encountered them . . .
In short, providing learners with immediate instructional tasks and objectives to be achieved in SL may offset much of the disappointment experienced by other newbies who find the world relatively empty and without any real meaning or purpose.
And, Ian Lamont's answer to Anthes speculates an exciting future for virtual worlds:
Forget the blocky shapes and blurry textures that now dominate Second Life; the virtual worlds of 2012 will look even better than the high-definition 3D gaming environments currently offered by Playstation 3 and XBox 360. The virtual worlds of 2017 will be photorealistic, and the simulations will be fantastic.