Second Life Lit Review Results

As promised in my previous post, I spent some time digging in the literature about Second Life in education. The result of my digging netted 30+ articles on various aspects of Second Life and “virtual worlds” in relation to teaching and learning. As you know, even moderate explorations of extant literature on a given topic takes a lot of time, but also delivers quite an interesting menu of themes. You can download a formatted bib of the articles used in my lit review here.
The following is a bullet-point summary of some of the key themes I found bubbling to the surface during my lit review. Please Note: Negative themes are tagged with a minus (-, 10), and positive themes are tagged with a plus (+, 5):
- Significant learning curve ( – )
- Technology issues (especially for many faculty)
- Complex interface
- Time consuming (students & faculty)
- Frustrating experience (students & faculty)
- Security & privacy ( – )
- “overheard” conversations risk exposure of private information
- Cost for developing your own space ( – )
- Additional cost if faculty want to develop their own dedicated space
- Potential impact of deviant/antisocial behavior ( – )
- Little or no control over who tries to interact with you or your students
- Potential for disruption by “pranksters”
- No content management ( – )
- Building learning objects is difficult ( – )
- Too many distractions ( – )
- Too easy for the emphasis to shift to the medium rather than the message ( – )
- Bandwidth requirements may limit access for some students ( – )
- Graphics performance will vary depending on users technology, and may slow things to a crawl ( – )
- Potential for developing community ( + )
- 3D models can be very useful in some disciplines ( + )
- Potential for collaboration ( + )
- Real-time communication & interaction ( + )
- Available 24/7 ( + )
- Provides a range of affordances for learning interactions
Obviously, 30+ articles is not a comprehensive lit review, and the list of themes above may raise as many questions as they answer. Some faculty are able to make effective use of Second Life, and others are not. This really is not an either/or kind of issue.
Bottom Line: I came away from this review of the literature with a couple of thoughts that stuck with me:
- I wonder about the value/ROI from developing Second Life resources, versus the value/ROI of using another Web 2.0 application. Maybe I’m being a frump, but I cannot but help raising the issue of “effort vs reward” for the faculty member who tries to raise the bar of technology integration in their courses. I tend to come down on the side of choosing other Web 2.0 apps.
- Making the technology invisible so the learning becomes the focus. As an instructional designer want-to-be, this is an important goal. The degree to which it is accomplished varies widely among Web 2.0 applications. However, there is no way to make the technology in Second Life fade into the background.
- Non-traditional learners and computer proficiency. I know I shouldn’t be, but I continue to be amazed at the low level of computer proficiency among non-trad students. Given that these students now make up the majority of students enrolled in American universities, I would rather them master the use of a Wiki, Blog, Social bookmarks, or other Web 2.0 app than struggle with Second Life.
Going forward, I think I will demonstrate Second Life to my adult learners and assess their interest. But I do not plan to integrate Second Life as a project or assignment. That, of course, is just my opinion.

