Hello readers! We decided to use this space also to publish some interviews with experts on the use of Second Life as a pedagogical tool and to understand what has been their experience with the Virtual world. We selected a set of questions that we thought could have helped people undertand what are the obstacles as well as successes of such an innovative methodology for teaching without bounderies.
Today we start with Karsten Lundqvist, Research Assistant in Computer Science at University of Reading.
Why did you start working with Second Life?
It looked like an extremely interesting technology for teaching, especially where there are geographical limitations or the subject isn’t easy to study in real life.
What were the difficulties you encountered?
The difficulties can be categorized into two different problems:
Technical:
o SL as a technology has proven to be problematic. First of all the actual user experience is limited when comparing it with “real” games. Especially the graphics are ‘laggy’, which at several occasions have discourage gamers from using the platform
o Even given the above problems, the hardware specification severely limits the number of people who can use SL. It is even problematic in the computer labs of Computer Science in University of Reading.
o Voice communication has been really difficult to set up and use. SL needs so many ports open through the firewall for it to word, that it becomes a security risk for the computer.
Communication:
o When many people are working together ‘in-world’ effective communication becomes problematic. It is very had to use and follow the chat when more than 3 people are working together.
What are the pedagogical potentials of virtual worlds?
Personally I think that they are huge! Where ever there is a need for learning across geographical boundaries, where the learning domain is hard to learn in real life and / or where role-playing is the easiest way to learn.
Alternative solutions to SL should, however, be kept in mind, as they might be more appropriately.
What is the added value of using Second Life for teachers? What is instead for students?
Teachers:
• You can create learning experiences where learners are immersed into the learning.
• Teach across geographical boundaries.
• Encourages role-playing, which can be a great tool within learning.
Learners:
• Learn anywhere there is a (good enough) computer.
• View problems / solutions in new perspectives as the physical environment is exchanged with a virtual environment.
• Many disabilities are minimized leveling the playing field for instance for users in wheel chairs.
Which is the best result you obtained so far using second life as a pedagogical tool?
I have mostly used it as a technologist supporting others in using it pedagogically. Therefore personally I can’t claim many results. But being an ‘outsider’ to the learning process I believe that the enthusiasm from most learners and the engagement in the learning is the best result, albeit a minority finds that the environment is too badly made (especially seasoned gamers), most learners have really been ready to engage with each other in the learning processes.