It's a world of possibilities
Virtual campuses are springing up in Second Life, as universities
discover the advantages of cyberspace. Jessica Shepherd
reports
Tuesday May 8, 2007
The Guardian
In university lectures and tutorials, she is a slim
blonde in her 20s by the name of Rosannalacey. At home,
she is a little less slim, a little less blonde, aged 35
and called Rosanna Branch.
That's cyberspace for you. And it is here that more than
two-thirds of Branch's classes for the masters course she
is doing have taken place. Up to three times a week, her
3D animated alter ego has met those of her tutor and fellow
students on Edinburgh University's cyber campus. They discuss
ideas by typing in their characters' words, and fly across
the cyberworld together to meet others with the same academic
interests.
It is known as Second Life, an internet-based virtual world
at least 6 million people have signed up to, where you can
choose your appearance, age, gender and colour. And its
use as a learning, teaching and research tool is to be debated
at a conference in London on Friday run by the educational
charity Eduserv.
Whether it has pedagogical power or not, UK universities
are certainly starting to show an interest. Fifteen have
already spent several thousand pounds on "land" in Second
Life, its parent company Linden Lab reckons. Oxford University's
computing service is running a six-month trial for university
members. Leicester University bought "land" three weeks
ago. Edinburgh and others beat them to it.
Harvard law school, quick to realise that cyberspace
was less intimidating than real life, has built a court
room in Second Life for students to practise their advocacy
skills.
But the number of UK academics using it for teaching
and research is still thought to be in the hundreds rather
than the thousands. "You get the odd interested lecturer
or department, but I suspect that, by and large, it is not
part of a university's strategy to have a presence on Second
Life," says Andy Powell, head of development at Eduserv
and organiser of this week's conference. Not yet, maybe.
For students who are disabled, struggle to communicate,
or simply lack confidence in the classroom, however, it
could be just the thing.
"We are hoping to discover that Second Life is an environment
in which every student feels comfortable about taking part
in academic discussions," says Gilly Salmon, professor of
e-learning at the University of Leicester. "Since you can
choose your appearance, there are not going to be the usual
discrimination issues of the face-to-face environment. And
the student and the teacher are on the same level."
"You are hiding behind your avatar [3D character]," says
Branch. "It makes you feel more confident and involved.
I love the fact that it's so easy to create the person you
have always dreamed of being. I made myself look fitter,
and designed my look as I wish I could be in real life."
Its fans say Second Life engages distance learners in
a way that email, instant messaging and chatrooms do not
quite manage. "It replaces that sense of immediacy that
you have in real life," says Dr Rory Ewins, who lectures
in Second Life for Edinburgh University's MSc course in
e-learning. "You can use movements as well as words to get
students' attention, and you can take the class with you
to another area of the cyberworld. You can very clearly
see who is contributing to the discussions and paying attention,
and who is not.
Andrew Sides, a student on the course, agrees: "It can
bring distance learners together in what feels like a closer
physical relationship than other online technologies. I
think that collaborative activities are possible in Second
Life that aren't in other online learning situations."
Academics are also finding Second Life can help research.
With the right command, anything can be built, from a molecular
structure to an animated film to an architect's plan for
a town hall. "Researchers are creating 3D objects and are
able to walk around them as avatars," says Joanna Scott,
an analyst in web publishing for Nature publishing group.
"I see particular applications for genetic coding, mathematics,
chemistry and architecture. After all, even top mathematicians
find it difficult to visualize certain structures. I think
Second Life has the potential to be really, really important
for the future of research."
But before everyone gets too excited, they should be
aware of the difficulties. Second Life is bandwidth-hungry,
so unless you have a top-range computer, it is not practical.
Not all university computer labs will be up to it.
And before you take part in this parallel universe, your
character has to be trained to walk, fly, even get dressed.
Once they have been trained, they can still make mistakes.
You may find characters suddenly shedding their clothes
and flying to another part of cyberspace - an unfortunate
error to make in front of students.
"If you have a class that is functioning perfectly well
in a face-to-face environment, there is no need to take
the class into Second Life. It is early days, and at the
moment we are comparing it with email communication and
MSN rather than face-to-face exchanges," says Ewins.
"One of the things that worries me about it as an educational
tool is that it is owned by a commercial provider, not the
university. So the degree of control we have over its content
is limited," says David Harrison, chair of the University
Colleges and Information Systems Association.
But Powell is convinced virtual worlds will play some
part in the delivery of education in the future. "I don't
think it will be Second Life in its current form," he says.
"We will see competing offers, and possibly universities
running their own virtual worlds."
Hamish Macleod, a senior lecturer in Edinburgh University's
school of education, has other reservations. "I have to
ask myself whether our students expect to find their senior
colleagues in these virtual spaces, which they may feel
to be their own preserve," he says. "Is it like bumping
into an aged uncle in a disco?"
|