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What factors have caused early educational adopters of Second Life to leave the
platform?
Dudeney and Ramsay categorize the potential barriers to Second Life adoption in
education into four categories: institutional barriers, pedagogical barriers, technology barriers,
and end-user barriers (Wankel & Kingsley, 2009). The focus of this research is on the
institutional, technology and end-user barriers that may impact the continued implementation of
Second Life including funding, access, and user experience. Because technology has evolved so
rapidly since Second Lifes launch in 2003, the focus of this literature review was directed at
studies conducted in the past 6 years to take into account the availability of more powerful
graphics cards and computing power as well as the development and enhancement of the Second
Life platform itself. In addition to the literature review, an informal field study was undertaken
to ask administrators and faculty at institutions that have discontinued their use of Second Life
about the specific factors that led to that decision. A description and summary of this field
project is also included.
Institutional Barriers
Second Life user accounts are free, but to build a structure in Second Life requires a
financial investment. According to the Second Life website the current cost of purchasing a
region in Second Life is $1000 and $295 per month (Linden Labs, 2014). In addition to these
fees, institutions would most likely need to hire a consultant to design, build, and maintain their
site which could range anywhere from a few thousand dollars to tens of thousands of dollars,
depending on the level of complexity. For example, Coventry University reported that it cost
them 20k to purchase land and fund a team of students to build in Second Life and Bromley
College reported that the universitys marketing team was investing 64k to develop a full island
for the campus (Kirriemuir, 2007).
External factors could also have an impact on institutional budgets such as the economic
downturn and recession which started in 2007 and continues to make a slow recovery since 2009
(National Bureau of Economic Research, 2014). Furthermore, in 2010 Second Life eliminated
the discount it had provided to educational institutions and this pricing change could have
impacted institutional budgets. A 2013 announcement from Second Life indicated that the 50%
educational discount has since been reinstated (Linden Labs, 2013), but it may have come too
late for some schools.
In a Spring 2008 study, a researcher sent electronic surveys to UK institutions to ask
about their Second Life implementations (Kirriemuir, 2008). It was estimated at that time that
approximately 75% of UK institutions had implemented Second Life in some form, but the exact
contacts for the Second Life implementations within each university was not known so surveys
were sent to general university contacts found via web searches. A total of 46 survey responses
were received to a mostly open-ended set of survey questions. Schools were asked if they
thought there would be significant development in Second Life in both the 2008-2009 academic
year and 2009-2010 academic year. Schools were optimistic about development over the next
year, but much less certain about ongoing development in Second Life in 2009-2010 with more
than half of respondents answering no or uncertain (2008, p. 49). Schools commented that
the cost of development in Second Life was high and that development would depend on
ongoing funds and resources. A few schools also commented that other virtual world technology
might be available or considered by that time. Schools were also asked what would help them
do more in Second Life and money and funding were mentioned by several of these schools
including Open University, University of Edinburgh, and University of Liverpool. There were
comments about the fees from Linden Labs, but also the need for funding for tutors, lab
assistants, technical support, and upgrades for hardware. Overall, the respondents to this survey
indicated that their institutions were largely supportive although Kirriemuir points out that only
those that had succeeded in implementing Second Life at their institutions had responded to the
survey.
In a follow-up study, a modified version of the same online survey was sent out to UK
universities in the Fall of 2008 (Virtual World Watch, 2008). Researchers obtained feedback
from 36 UK universities and 2 colleges, but is not clear if the respondents were the same or
significantly different from the Spring 2008 report. In this version of the survey respondents
were asked specifically about the source of funding for their Second Life implementation and a
significant number of schools reported external funding sources for their Second Life project
such as grants and research-based funding. Some schools reported a mix of both university and
external funding and university funding was often shared between different departments. Some
schools reported that they received land as a donation or gift. The fact that many schools in the
study funded their Second Life implementations through grant or research funds might explain
the uncertainty around the availability of ongoing funding for Second Life. Similar to the Spring
2008 survey, many participants reported that dedicated support through additional funding and
resources from their institutions would make it easier to do more teaching and learning in Second
Life. One respondent expressed the need this way:
I would need the university to dedicate some proper funding and staff resources. I have
been relying on students to help with programming, concerts etc. The students are great,
but they tend to leave after a year or so and if we (artists and educators) want this to be
more stable and sustainable (for teaching and performing), we need a dedicated team, not
solely one person within the university!!. (Virtual World Watch, 2008, p. 46)
Overall these UK academics reported a mixed reaction from peers and their institutions
about their involvement with virtual worlds. Many reported that their institutions viewed Second
Life with both curiosity and skepticism, while others received strong interest and support. A few
schools reported more negative or even hostile views from their peers and institution (Virtual
World Watch, 2008).
A limitation of both of these studies is that participants were only from UK institutions
and the total number of respondents to these surveys was fairly small. There was also limited
quantitative data available regarding these surveys so it is also difficult to compare the results
between surveys and over time. However, the results of these surveys do seem to indicate that
funding and institutional support is an important factor for Second Life implementations.
The other factor to be considered regarding institutional support for Second Life is an
institutions overall motivation for pursuing new technologies such as virtual worlds. In a 2013
study, researchers surveyed IS managers regarding the factors influencing their organizations
adoption of virtual worlds (Yoon & George, 2013). An online questionnaire was sent to
members of professional associations and 178 IS managers responded. The results of the
quantitative survey indicate that organizations are most influenced by what their competitors are
doing. If an organizations competitors are adopting virtual worlds and benefitting from them
than organizations will seek to do the same. Interestingly, the survey results showed that the
technology itself, and the perceived benefits, had much less impact on an organizations intent to
adopt virtual worlds than the competitive aspect. Although this survey was directed at private
sector organizations, the findings could also be applied to educational institutions who face
similar competitive pressures from other schools. Schools may be more motivated to invest in
technology such as virtual worlds if they see other universities investing and reporting positive
results. As some universities discontinue their presence in Second Life, others might be less
inclined to pursue virtual world implementations.
Technological Barriers
Somewhat related to the concerns about funding and institutional support are the
technological considerations for Second Life implementations including the hardware
requirements, Internet bandwidth, and training for both students and faculty. Recent studies
were reviewed to assess whether technological issues and access were a significant concern for
the continued implementation of Second Life for teaching and learning.
In a 2008 qualitative study, 10 first-year paramedic students were interviewed about their
use of Second Life for project based learning (Beaumont, Savin-Baden, Conradi, & Poulton,
2014). Students were evaluated over a 9-month period and data was collected from project
documentation, interviews with staff and students, and student evaluation sessions. Overall the
student response to the scenarios and the realism of the environment was positive. However,
issues with accessibility were reported. Many students reported problems downloading Second
Life and some did not have computers that met the minimum hardware. Frequent Second Life
crashes were observed and experienced by students during the evaluation sessions. Students
needed more time in the training sessions for Second Life than was originally allocated and
reported that, initially, they found the interface overwhelming. Despite the issues with access
and usability, the overall the student impression of the Second Life experience in this study was
positive. However, some of the facilitators expressed the concern that the steep learning curve to
master the Second Life might interfere with learning the content for the course. This study is
limited by the small sample size and also the fact that it took place 6 years ago so does not take
into account faster and more powerful hardware that is available today.
In a larger case study conducted at the School of Information Studies (SIS) at Charles
Sturt University (CSU) researchers evaluated student and faculty sentiment about learning
activities conducted in Second Life (Hay & Pymm, 2010). Qualitative and quantitative data was
collected from multiple data sources including course surveys, forums, Second Life chat logs,
and interviews with teaching staff. A total of 70 students participated and the overall feedback
from students was positive. The biggest concern expressed by students had to do with
technological difficulties getting Second Life set up and working and learning how to navigate in
this new platform. Faculty indicated that one of the challenges was the time needed to both
prepare and to get everything running in a Second Life classhaving students establish their
avatars, get audio and voice working, and learning how to navigate could take considerable time.
Faculty also indicated that small class sizes work best and that having more than 10-15 students
is difficult to support and manage in Second Life and large groups slow down performance of
Second Life itself.
End-User Barriers
The final area researched was whether the end-user experience for faculty and students
and the functionality and features of Second Life was a substantial concern for the ongoing
implementation of Second Life. In a qualitative study of foreign language learning in virtual
worlds 38 student teachers from a Taiwan University participated in teaching Chinese as a
foreign language to 43 students from various countries using virtual world technology (Tseng,
Tsai, & Chao, 2013). This study was conducted using a tool called Second Classroom, but the
functionality of this avatar-based virtual world was similar to Second Life (2013, p. 361).
Feedback from teachers and students in this pilot indicated that the access to realistic scenarios
was one of the main benefits of language learning within this virtual world. However, a number
of the student teachers expressed difficulty with teaching in this environment because of the lack
of face-to-face contact and visual feedback about whether or not students were understanding the
material. Researchers indicate that these student teachers may not have been aware of certain inbuilt functionality of the avatars, specifically gestures such as head shaking, handshaking, and
waving (2013, p. 366). However, the gestures currently available are still quite minimal so it is
unclear whether having access to these would have significantly change the student teachers
perceptions. Despite the desire for this additional functionality the teachers in this study
considered Second Life a promising platform and these functional concerns did not seem to
outweigh the benefits.
In the 2008 UK studies by Kirriemuir mentioned earlier, academics were also asked
about functionality that would enable them to do more with Second Life. Some of these schools
echoed the concerns of the student teachers in the study by Tseng, Tsai, & Chao (2008) that
additional avatar gestures and facial expressions would be helpful (Virtual World Watch, 2008).
Other functionality requests included adding a web interface and embedded web browser, access
to standard apps such as PowerPoint, better searching capabilities within Second Life, and a local
server edition for schools do to their own hosting. However, these additional feature requests
were not raised in other areas of the report and did not appear to be a huge concern relative to
concerns around funding and resources.
Field Study
The Second Life Wiki lists 151 Educational Institutions in the SLED (Appendix A). Of
those sites, 67 were found to be active as of August 2014 and were located using the SLurl
provided or by doing a search on the institutions name in the Second Life directory. For the
sites that could not be located some returned an error message that the region was no longer
available and others returned the error message not found. It is not clear why the two type of
error messages differed when sites could not be found. Of the 84 sites that could not be found in
10
Second Life, a contact name and email address was available for 50 of those institutions. An
email was sent to the contacts at these 50 institutions requesting the completion of a short survey
(Appendix B) and 14 institutions completed the survey (28% response rate).
Of the 14 total respondents, 11 indicated that their institution was no longer active in
Second Life, two reported that other departments in their institution were still active and one
responded that they were not sure if their institution was continuing their use of Second Life or
not. All of the 11 institutions made the decision to leave Second Life between the years 20102014. The primary factor that respondents said impacted their decision to leave was the cost to
develop and maintain the site (3.4 out of 5) followed by resources needed to support the
implementation (2.9 out of 5). The user experience and functional limitations of the platform
were ranked as a lower concern (2.3 out of 5). Comments from a few of the schools indicated
that institutional support was a key factor in the decision to leave Second Life. One said, We
did not receive support for our leadership from the top down. Because there was really no
support given other than the ticketing process, which did not work for us. Another respondent
stated that while I ran a very popular and successful subject/course, it was very labour-intensive
[sic] and labour-intensive [sic] teaching is not supported at my institution. Finally, one
respondent highlighted a perception problem that some students and faculty see Second Life as
a silly game not worthy of educational goals.
Four of these schools reported that their institution was pursuing other virtual world
technology with all four of these schools indicating a move to OpenSim or a combination of
OpenSim and Unity. Overall, the issues of institutional support and funding seemed to be the
main barrier for continued use of Second Life and the sentiments in the comments were positive
regarding virtual world technology. One respondent summed up the feedback saying, I would
11
former CEO of Linden Labs, is now the co-founder of the startup High Fidelity which is also
working on a new virtual world platform (Rosedale, 2013). High Fidelity has posted some
examples of the technology they are developing, but no dates have been announced as to when
12
the new platform will be available. It is not clear if either company will make educational
pricing and support a priority for these new platforms.
More recent studies on the current state of virtual world implementations in education are
definitely needed and it would be interesting to do more research on OpenSim and the
experience of institutions that have moved to this platform after Second Life.
13
Current Status
(2014)
Active
UNITED STATES
Institution
Type
University
Bradley University
Active
University
Institute Of
Technology
University
SLurl
Active
UNITED STATES
TAIWAN, PROVINCE
OF CHINA
UNITED KINGDOM
Active
Active
UNITED STATES
University
SLurl
Curtin University
Active
AUSTRALIA
SLurl
Active
UNITED STATES
Active
UNITED STATES
Active
UNITED STATES
University
Community
College
University
Community
College
Active
UNITED STATES
University
SLurl
Active
UNITED STATES
Consortium
SLurl
Rutgers University
Active
UNITED STATES
University
SLurl
Active
UNITED STATES
University
SLurl
Active
UNITED STATES
SLurl
Active
UNITED STATES
University of Denver
Active
UNITED STATES
University
Community
College
University
University of Hawaii
Active
UNITED STATES
University
SLurl
University of Idaho
Active
UNITED STATES
University
SLurl
University of Kentucky
Active
UNITED STATES
University
SLurl
Active
UNITED STATES
University
SLurl
Active
UNITED STATES
University
SLurl
Exploratorium
Florida State College at
Jacksonville
Geneva School of Business University of Applied Sciences
Western Switzerland
Global Kids
Active
UNITED STATES
Other
SLurl
Active
UNITED STATES
University
SLurl
Active
SWITZERLAND
University
SLurl
Active
UNITED STATES
SLurl
Active
UNITED STATES
K-12
Community
College
Active
UNITED STATES
University
SLurl
Active
SPAIN
University
SLurl
Active
AUSTRALIA
University
SLurl
Active
UNITED STATES
University
SLurl
Institution
Location
Second Life
URL
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
14
Active
CANADA
Active
UNITED STATES
PATINS Project
Active
UNITED STATES
Seneca College
Active
CANADA
Splo
Active
UNITED STATES
Community
College
Community
College
K-12
Community
College
Other
Active
SWEDEN
University
SLurl
Tecnologico de Monterrey
Active
MEXICO
SLurl
Active
UNITED STATES
Active
JAPAN
University
Institute Of
Technology
Other
Active
HONG KONG
University
SLurl
Active
SINGAPORE
Other
SLurl
Active
BRAZIL
University
SLurl
Active
UNITED STATES
University
SLurl
University of Derby
Active
UNITED KINGDOM
University
SLurl
Active
AUSTRALIA
University
SLurl
University of Porto
Active
PORTUGAL
University
SLurl
University of Sheffield
Active
UNITED KINGDOM
University
SLurl
Active
UNITED STATES
University
SLurl
Active
AUSTRALIA
University
SLurl
Active
UNITED STATES
University
SLurl
Active
UNITED STATES
University
SLurl
Active
Active
(A Better Place
To Be, Dotoorak)
Active
(SLurl listed is
broken)"
Active
(Bearkat Island)
Active
(EduFinland)
Active
(EduIsland)
Active
(EduNation1)
Active
(ELearning at
UWE)
AUSTRALIA
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
FINLAND
University
SLurl
UNITED STATES
University
SLurl
UNITED KINGDOM
Other
SLurl
UNITED KINGDOM
University
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
15
Active
(Massively
Minecraft)
Active
(Math Dept)
Active
(Media Zoo)
Active
(MMAB
Collaborative,
Teaching 2)
Active
(Morga09
Resident,
Eduisland 2)
Active
(ReallyEngaging
Accounting)
Active
(SELU Regents)
Active
(Virtual State
Fair)
Active
(Western Front 1917 - Training
Camp 2,
Frideswide)
Active
(Within Ten
Years)
Not found
Not found
UNITED STATES
Deakin University
Diaconia University of Applied
Sciences (Diak)
Dongguk University-Gyeongju
Campus
Florida International University
Online
Iowa State University Center for
Excellence in Learning and
Teaching
Not found
AUSTRALIA
University
Community
College
University
Not found
FINLAND
University
SLurl
Not found
KOREA, REPUBLIC
OF
University
SLurl
Not found
UNITED STATES
University
SLurl
Not found
UNITED STATES
University
SLurl
Not found
UNITED STATES
Not found
UNITED STATES
Community
College
University
Not found
UNITED STATES
University
SLurl
Not found
UNITED STATES
University
SLurl
Not found
UNITED STATES
University
SLurl
AUSTRALIA
Other
SLurl
UNITED KINGDOM
University
SLurl
UNITED KINGDOM
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
Other
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
Consortium
SLurl
UNITED KINGDOM
University
SLurl
NETHERLANDS
University
SLurl
UNITED STATES
SLurl
SLurl
SLurl
SLurl
SLurl
Not found
UNITED STATES
Not found
UNITED STATES
Not found
16
University
Community
College
SLurl
UNITED KINGDOM
University
SLurl
Not found
IRELAND
Library
SLurl
Not found
UNITED KINGDOM
Other
SLurl
Not found
UNITED KINGDOM
University
SLurl
Not found
UNITED STATES
University
SLurl
Marshall University
Not found
UNITED STATES
SLurl
midisoft
Not found
GERMANY
NASA eEducation
Not found
UNITED STATES
University
Institute Of
Technology
Other
Not found
UNITED STATES
SLurl
Not found
UNITED STATES
Not found
AUSTRALIA
University
Community
College
K-12
Tasmanian Polytechnic
Not found
AUSTRALIA
Other
SLurl
Not found
UNITED KINGDOM
University
SLurl
Not found
UNITED STATES
K-12
SLurl
Not found
AUSTRALIA
University
SLurl
Not found
UNITED KINGDOM
University
SLurl
Not found
UNITED KINGDOM
University
SLurl
Not found
UNITED KINGDOM
University
SLurl
Not found
UNITED STATES
University
SLurl
Not found
Not found--Abandoned Land
Not found--Abandoned Land
We are unable to
locate the region
"AACC Virtual
campus"
We are unable to
locate the region
"ALA Island"
We are unable to
locate the region
"Anteater Island"
We are unable to
locate the region
"Behavioural
Studies"
UNITED STATES
University
SLurl
AUSTRALIA
Library
SLurl
UNITED STATES
Other
SLurl
UNITED STATES
Community
College
SLurl
UNITED STATES
Library
SLurl
UNITED STATES
University
SLurl
AUSTRALIA
University
SLurl
SLurl
SLurl
SLurl
SLurl
SLurl
College of DuPage
Universitt Bielefeld
ICS-Connect, Inc
We are unable to
locate the region
"Buena Vista"
We are unable to
locate the region
"College of
DuPage"
We are unable to
locate the region
"DCCCD"
We are unable to
locate the region
"Earthlab
Education Island"
We are unable to
locate the region
"Education UK"
We are unable to
locate the region
"Erudio
Consortio"
We are unable to
locate the region
"Esperance"
We are unable to
locate the region
"ETSU"
We are unable to
locate the region
"European
University"
We are unable to
locate the region
"Evergreen
Island"
We are unable to
locate the region
"Five Points"
We are unable to
locate the region
"Ginny Business
Center"
We are unable to
locate the region
"HASP IPED"
We are unable to
locate the region
"HCU Hamburg"
We are unable to
locate the region
"ics connect"
We are unable to
locate the region
"ISTE Island 2"
17
UNITED STATES
University
SLurl
UNITED STATES
Community
College
SLurl
UNITED STATES
Community
College
SLurl
GREECE
University
SLurl
UNITED KINGDOM
University
SLurl
UNITED STATES
University
SLurl
AUSTRALIA
University
SLurl
UNITED STATES
University
SLurl
GERMANY
University
SLurl
UNITED STATES
Community
College
SLurl
UNITED STATES
University
SLurl
PANAMA
University
SLurl
UNITED STATES
University
SLurl
Germany
University
SLurl
UNITED KINGDOM
Other
SLurl
UNITED STATES
K-12
SLurl
University of Liverpool
We are unable to
locate the region
"ITRC at
Western"
We are unable to
locate the region
"Jaguarland USA
Education"
We are unable to
locate the region
"Kennesaw
University 1"
We are unable to
locate the region
"Kingwood
Island"
We are unable to
locate the region
"Liverpool
University Port"
We are unable to
locate the region
"LMUPsychology
Island"
We are unable to
locate the region
"Minerva"
We are unable to
locate the region
"Montclair State
CHSS"
We are unable to
locate the region
"Open University"
We are unable to
locate the region
"OR Community
Colleges"
We are unable to
locate the region
"PSU World
Campus"
We are unable to
locate the region
"South Sea Isle"
18
CANADA
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
Community
College
SLurl
UNITED KINGDOM
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED KINGDOM
University
SLurl
UNITED STATES
Community
College
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
We are unable to
locate the region
"Sparta Island"
UNITED STATES
K-12
SLurl
We are unable to
locate the region
"Texas Womans
University3"
UNITED STATES
University
SLurl
University of Arizona
University of Cincinnati
University of Kentucky
University of Queensland
UT Dallas
We are unable to
locate the region
"Texas Womans
University4"
We are unable to
locate the region
"Tulane SCS"
We are unable to
locate the region
"U Pacific"
We are unable to
locate the region
"University of
arizona"
We are unable to
locate the region
"University of
Cincinnati"
We are unable to
locate the region
"University_of_K
Y"
We are unable to
locate the region
"UQ Religion
Bazaar"
We are unable to
locate the region
"UTArlington I"
We are unable to
locate the region
"UTB Learning"
We are unable to
locate the region
"UTD SOM"
We are unable to
locate the region
"Wildcat One"
We are unable to
locate the region
"xyz"
19
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
AUSTRALIA
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED STATES
University
SLurl
UNITED KINGDOM
University
SLurl
Source: http://wiki.secondlife.com/wiki/Second_Life_Education_Directory
20
No
Not sure
Total
15.38%
2
76.92%
11
7.69%
1
14
3. If your institution no longer maintaining a Second Life presence, when did they make the
decision to leave Second Life?
2010
2011
2012
2013
2014
22.22%
2
22.22%
2
11.11%
1
22.22%
2
22.22%
2
4. How does/did your institution use Second Life (check all that apply)
Holding online class sessions
Simulations
69.23%
9
53.85%
7
Research
Role playing
Retail
Total Respondents: 13
21
53.85%
7
38.46%
5
38.46%
5
30.77%
4
23.08%
3
0.00%
0
0.00%
0
6. At the highest point, how many students and faculty do you think used your institution's
Second Life site on a yearly basis?
22
30.77%
4
46.15%
6
23.08%
3
13
The faculty way short on money an decided not to fund any E-Learning projects
8. What capabilities or functionality do you think were missing from Second Life that
would have increased the adoption by students and faculty for educational purposes?
ease of use; separate education from general use (it was like using the internet early on
without any filtering or guidelines that required adult sites to be clearly labeled and not
show up in search engine results)
8/6/2014 1:39 PM
nothing but many students would be in sl to execute group prjoects but actually plan
them on facebook since they were already there and often SL was new. Actually since I
began using SL other colleagues began using it -- several others still are using it
8/5/2014 5:23 PM s
The most relevant problem is the perception of Second Life as a silly "game" not worthy
of our educational goals. I recognize that this is not true but both students and faculty
23
No infrastructure in the Linden Lab organization for interface with education. Total lack
of understanding of the needs of educators.
8/5/2014 9:56 AM
portability of content
8/5/2014 6:37 AM s
Real facial expressions, ease of avatar creation, danger of unsavory avatars, lack of AF
branding
8/5/2014 6:20 AM
Ease of use and ability to support more avatars at the same meeting
8/5/2014 6:04 AM
Personal support at the beginning of the process. If we had clear answers, we would not
have had the loss of interest at the beginning of the project. I wish you could have seen
our "build." It was beautiful and dynamic. It could have been so much more it we were
put in touch with the right people.
8/5/2014 4:49 AM
9. Do you have any other feedback you are willing to share about your institution's
implementation and experience in Second Life?
You need a driving project and interest from the faculty to build and expand a virtual
presence in any platform. Few have the time to invest; computer access to equipment
capable of maximizing the experience is also sometimes a problem.
I would have appreciated more institutional support (other than paying for the platform
access) but our Instructional Technology Centre has been very supportive at the level of
the Island maintenance but I did class orientation since I began using SL in 2007
8/5/2014 5:23 PM
Your survey is flawed. I am answering for my department, Dept. Women's Gender &
Sexuality Studies. Ohio State is huge. I don't know what others are doing. Also, the
address you have is outdated. We lost our site due to funding difficulties, and then were
refunded for another year. These sites are fluid, they respond to yearly needs. Our site
will be going down again this month, but we could well open another site next year. I've
started a new wiki, here: www.vwed.org It might be helpful to you.
8/5/2014 9:56 AM
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knowing how much others are using. I retired, and my department quit using as I was
providing the support.
8/5/2014 6:04 AM
Even though we no longer own our own island in Second Life, we are leasing space
from another owner. Our presence is on a smaller scale than before, but we are still
able to offer students the opportunities to learn more about virtual worlds and their
potential for instruction. We currently offer 1 course on a regular basis as an
introduction to using virtual worlds for education, and two other more advanced courses
on demand.
8/5/2014 5:27 AM
You need leadership behind any project in SL and a team willing to experiment and
think out of the box.
8/5/2014 4:49 AM
we just could not get other profs to use it in their classes IT would not install it on
campus computers IT would not open the wired network to SL
8/5/2014 4:00 AM
No
8/5/2014 3:47 AM
The second life project ended with end of the project funding, due to political decisions
at the faculty.
8/4/2014 10:07 PM
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References
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Universidad Carlos III de Madrid, Departamento de Ingeniera Telemtica. Retrieved
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Beaumont, C., Savin-Baden, M., Conradi, E., & Poulton, T. (2014). Evaluating a Second Life
Problem-Based Learning (PBL) demonstrator project: What can we learn? Interactive
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Lagorio, C. (2007, January 7). The Ultimate Distance Learning. The New York Times. Retrieved
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Linden Labs. (2013, July 24). Updated Pricing for Educational and Nonprofit Institutions.
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