Second Life is an online game that places its account holders in a virtual world. In the virtual world people create an alterable identity, called an Avatar, which is able to visit many different places created by others using of the program. For a fee, one can create virtual lands of their own. In this cyber-place users have created landscapes, buildings, games, alternate clothing, and other items. People can visit and create places that are beyond the scope of reality and have experiences that they would not have in real life, both good and bad.
One major stumbling block to using this program in educating adolescents is that there is considerable initial investment of time to become adequate enough to use the program. Because of this, any resources that might be used on the program to increase higher order thinking can only be used after learning the program. A teacher’s curriculum and students’ lives are already so busy that they would not allow for the week or two of orientation to proficiently use the program. This hinders higher order thinking with the program. Also, there are many aspects of Second Life that would be inappropriate and counterproductive to learning. It is easy to unknowingly enter restricted areas within the virtual world. Such an action might serve as a distraction to students and perhaps even amount to an unsafe environment for them. Perhaps in a computer science class there would be a place to use higher order thinking with Second Life but not in the general classroom.
I think that with continued use, Second Life might change one’s view of reality. This would happen as they take their Second Life more seriously than their first life. Viewing someone as an Avatar and speaking to them through instant messaging creates a loss of the meaning of person to person contact. Because people are not interacting face-to-face with other real people there is a sense that social rules that normally would apply in the real world might not apply in this simulation. People can be much less understanding in this cyber world. One might worry that this could eventually spill over into the real word as humans lose their ability to positively interact with others. Because this technology is used many for entertainment and personal enjoyment, it favors the development of attitudes of self fulfillment and disregard for others. However, the program does hold the promise, if used correctly, of bringing together people of common positive interests to share ideas and experiences for the growth of their cause. I have also seen this in a science based world I am currently exploring where one can tour a virtual cell, look at scientific posters, and take a simulation quest like that of Charles Darwin.
Overall, I think Second Life is not very useful in the classroom, at least not at this time. Perhaps as more students become familiar with the program and communities develop that are committed to learning and the advance of human knowledge, it might be a good idea to incorporate more of this program into a curriculum. I think as teachers we would need to ensure that a safe environment is available and that students have enough structured guidance to have a beneficial learning experience in Second Life. This program is a novel idea, but needs further development and refinement before it will be useable in a classroom.