30
Jul
08

another blackboard, another piece of chalk (part iv)

Where Second Life as a communications tool succeeds is in the tools it provides for creation of 3-D content–graphical objects with which users can interact.  In a sense, such objects are asynchronous text in that they present abstract concepts in a format that requires manipulation of ideas and their expression over a period of time that exceeds that of synchronous chat.  For example, constructing the recreation of a station on the Underground Railroad took several days, ian extensive planning process to determine the layout of the building, involved numerous revisions in the form of texture and object alignment, and most noticeably, raised the issue of audience awareness for the builder, since constructing a building requires such considerations as placement of the “camera,” or the perspective from which a user would view the house. (A builder needs to be certain, for example, not to place ceilings too low, less a visitor to the first floor of a building find their view embedded in the floor above.) 

Similarly, presentation of written text in Second Life, when presented as an integral part of a 3-D object and not a simple graphic uploaded to the viewer in the form of a notecard or 2-D picture, raises the problem of legibility for users.  Placing text on an object requires that the graphic containing the text be of sufficient resolution and physical size to avoid blurriness, whiie simultaneously not being contained in a file so large that it requires lengthy download times for viewers.  In this way, Second Life can provide an opportunity for a class to experience, not merely the creation of 3-D objects to present information, but the testing of the objects and the process of revision as the presentation object is restructured and tweaked for issues of legibility.

In both of my classes to use Second Life, the platform was used to publish text.  It is interesting that it is in the more successful class (the Underground Railroad museum) that the publication of that text was open to an international audience, whereas the less successful class had publication of their texts limited to class members.  On the opening day of the museum, I watched as students sat at their computers conversing with users from around the country, discussing issues such as how the information was collected, what they had learned about the Underground Railroad by completing the project, how their presentation succeeded and failed (particular in terms specific to Second Life, that is, download times, legibility, and so forth), and various issues related to their use of language (coherence and mechanical errors chief among these).  No such feedback occurred in the class using SL to make multimedia presentations via PowerPoint, despite my attempts to stimulate such discussions.  In short, Second Life can be used successfully as a means of exposing students to criticisms of their writing that they may find difficult to obtain from their fellow classmates.  While I have yet to test this out in my own classes, it seems an important consideration for any teacher making use of SL in a writing course.

As with anything else connected with Second Life, however, publication has its difficulties.  Building 3-D objects with the Second Life interface is much easier than using a 3-D content creator like Maya or Blender, but still has a notoriously high learning curve if the builder wants to achieve better than, quite frankly, bad results.  My experiences suggest that few students are naturally inclined to building in SL, and while others can become acclimated to it, doing so requires time and effort on their part–time and effort they may be unwilling to give to learning a 3-D platform like SL.  Thus I would suggest that anyone assigning a publication exercise in SL provide students with opportunities to see in-world publications in a significant way, through field trips to a location in Second Life, such as Selina Greene and Roman Zeffirelli’s Book Island (http://slurl.com/secondlife/Book%20Island/214/204/36) Book Island, or Bantam Publishing’s Bantam Dell Island. (http://slurl.com/secondlife/Bantam%20Dell%20Island/128/124/25) as part of the assignment.  Coupled with a short writing assignment on the relevance of 3-D virtual worlds as a marketing, presentation, and educational tool, such an assignment might help address student objections to the use of SL in a writing class, and might encourage more involvement with the platform than would otherwise occur.

The ideal writing assignment in Second Life, then, would require a sequence of short exericises that address relevance prior to acutally using the platform for the presentation of student generated content.    Such an assignment might move from an in-class discussion of how computers have affected writing in the past and how they are likely to do so in the future.  This could be followed by a short assignment on relevance, as suggested above, followed by an extended period of training students in the rudimentary use of a program like Photoshop or Paintshop Pro for conversion of text to a format usable in Second Life and the use of the Second Life building tools.  The subject of the student presentation, whether collaborative or individual, should be decided prior to deciding how the information will be presented in Second Life, with research and asynchronous writing about that information being completed before students actually start working on their Second Life presentation, either prior to beginning the Second Life assignment, or concurrently with the training in using SL and a graphics program.  The assignment should conclude with creation of 3-D content based on student research and writing outside of SL, and the subsequent publishing of that content in a way that exposes students to an audience beyond that of their own classmates. 

Developing and testing such a sequence is my next project in Second Life.  In the meantime, I remain convinced that Second Life offers the writing instructor several advantages over traditional methods of delivering course content in a distance-learning environment.  For classroom use, Second Life remains the best alternative for exposing students in remote two-year college programs with exposure to cultural events and environments with which they have limited experience, and limited opportunities for experience.  Additionally, Second Life can provide any instructor (not just writing instructors) with virtual physical space for student publication, access to an international audience, and ultimately, a higher level of criticism and feedback than they may otherwise be exposed to.  Thus, there are, I think, several reasons to use Second Life within the writing classroom–but great care must be taken to address the issues its use raises for students, and to carefully plan coursework in a way that utilizes Second Life’s potential to the fullest (especially via 3-D content creation).  Most importantly, coursework should embrace the challenges, both technical and philosophical, that it is likely to raise for students.  Ignoring or underestimating those challenges is, in my experience, likely to result in more headaches than using Second Life in the classroom is worth.

28
Jul
08

another blackboard, another piece of chalk (part iii)

While I would consider the museum exercise moderately successful, and the exploration of issues raised by the Metaverse less so, in retrospect both exercises seem to have suffered from my own failure to recognize Second Life’s limitations–especially with regard to the creation of text. While synchronous chat has been linked by researchers to more participation in discussions between students, the interruptive and spontaneous nature of synchronized chat seems to limit the length of text produced, as well as the quality of thought inherent in that text (Davidson-Shivers, Muilenburg and Tanner). Asynchronous chat environments, on the other hand, have been linked to higher-order thinking (Bonk and Reynolds). Because Second Life is primarily a synchronized chat environment, with limited tools for asynchronous text production, using it as a pedagogical tool in the writing classroom requires that special attention be given to integrating the two into the course structure–that distinctions between quick response and thoughtful response be made. In other words, while having students conduct realtime discussions in SL may be a useful for increasing class participation, it is only valuable as a pedagogical strategy in a writing course if it is followed by an opportunity to write outside of Second Life.

In the case of the museum exhibit, students first decided what shape the museum would take and then went in search of information that could be adapted to the format they had decided to use. Since the displays would use a limited amount of text on PowerPoint slides, a format tailored to the presentation of key points and summaries, students presented lists of information (bulleted lists) that showed no depth of thought, no analysis and no evaluation of the information. Essentially, students did not engage in high-order thinking–especially as evinced by their failure to track down information, verify it and evaluate source materials–because the assignment didn’t require it. Had the exercise called for students to conduct research, write a summary and analysis of the results, and then and only then determine how to present it, the results might have been much different. As it was, however, the exercise used Second Life as a synchronous chat tool to discuss the display format, reinforcing the spontaneous nature of text-generation before asking students to conduct research and then to present it, again, via a synchronous chat tool.

On the surface of it, of course, presenting their research via Second Life’s notecards would seem to be using an asynchronous text generating tool. However, the limited text-generation tools available to students in the notecard interface bear strong resemblance to those available via chat. Neither method of text creation permits use of boldface, italics, or underlining by right-clicking the text, using keyboard shortcuts, nor by use of HTML tags. Nor do they permit text formatting beyond the use of tabs (although notecards retain the tabs and chat text does not,) and neither permits cut and paste by any means other than keyboard shortcut. The only real difference between the two is that note cards can be hyperlinked to other note cards, as well as graphics and landmarks (SL’s equivalent of a bookmark), and note cards permit creation of longer pieces of text that can be stored in a user’s in-world inventory, rather than a log on the user’s hard-drive. It is not inconceivable, nor surprising, then, that students would conflate the two formats and view both as synchronous opportunities for a information exchange.

Conversely, students in the second class to use SL were asked to present information they had already researched, evaluated, synthesized and analyzed–using programs like Microsoft Word. From this perspective, the questions about the relevance in a writing class raised by the class seem profoundly insightful. In such an exercise, transferring asynchronous text to a synchronous chat environment becomes an exercise in simplification, the mere preparation of written text for virtual oral presentation with concomitant PowerPoint slides to reinforce the points the student is making. Preparing the slides for presentation in, and uploading them to, Second Life become unnecessary steps, a sort of busy-work, when the presentation being made in SL is to be viewed by an audience all present in a single classroom. Thus, the relevance of Second Life in such a situation becomes a matter of telling students to imagine how this might have value if their audience were located in distant conference rooms, rather than a demonstration of the potential for distance-communication that students in the first class experienced as they watched visitors from other states view their final museum project. And it is important to note that a synchronous chat environment is not conducive–though it would not, one assumes, prohibit it for someone accustomed to rising to such challenges–to the higher-order thinking necessary for abstract thought inherent in imagining that SL might have relevance.

Currently, Second Life supports three methods of importing asynchronous text, specifically as a .JPEG file, as a Targa file and as non-interactive HTML (PowerPoint slides must be converted to one of these formats for use in SL). It does not support Adobe Acrobat, nor any of the blogging tools (such as WordPress or Blogger), threaded or unthreaded forum programs (such as ASP, ASP.NET, or PHP), or word-processing formats (Rich Text Format, Word Document, and so forth). This lack of asynchronous text support within Second Life, coupled with the limitations of SL’s note card system of text production, requires the writing teacher to instruct students in the use of at least two–but more likely three–separate programs, that is, a word processing program, a program to convert text to image, and Second Life itself if text is to be presented within SL. Further, having students generate text using the note card system exclusively seems counterproductive, as the note card system represents a step down from the capabilities of a program like Microsoft Word. Based on my experience, instructors using Second Life should take care to ensure that assignments clearly distinguish between synchronous and asynchronous text production, preferably moving from simpler forms of communication to those requiring higher-order thinking. Further, because using word processing programs to construct asynchronous text removes students completely from the Second Life environment, it might be preferable to end the assignment sequence at this point, rather than requiring students to move information back into Second Life.

Using Second Life in this way is tantamount to, if not identical to, using it as a writing prompt, with little advantage over assigning real life experiences for the same purpose. However, for the class exploring culture, for example, Second Life offers opportunities not readily available to most students. It is possible, for example, to have students explore Japanese culture in the forms of art, architecture, language, customs and music by visiting a Japanese owned and operated region on the Second Life Grid. While the virtual experience is likely to be less informative and satisfying than an actual trip to Japan would be, it nonetheless provides a more immersive experience than would be available to most students, particularly at a two-year college in a remote area. For teachers at such schools, Second Life can provide cultural experiences that may otherwise be unobtainable, such as theatre, art, and opera–in addition to popular cultural experiences like a space museum or a rave–all worthwhile prompts for a writing assignment. More importantly, however, for the instructor wanting to make use of the very tools SL provides that make such experiences possible, moving information back into SL after it has been processed as asynchronous text is not only possible, it may have valuable lessons to teach beginning writers. 

Works Cited

Bonk, Curtis Jay and Thomas H. Reynolds. “Learner-Centered Web Instruction for Higher-Order Thinking, Teamwork, and Apprenticeship.” B. H. Khan Ed., Web-based instruction Englewood Cliffs: Educational Technology Publications., 1997. 167-178.

Davidson-Shivers, Gayle V., Lin Y. Muilenburg, and Erica J. Tanner. “How do Students Participate in Synchronous and Asynchronous Online Discussions?” Journal of Educational Computing Research. 25:4 (2001) 351-366.

24
Jul
08

another blackboard, another piece of chalk (Part II)

As a writing instructor, the use to which I would put Second Life presented a conundrum.  While it is true that communication between users was entirely text-based at the time I started considering the platform, synchronous chat did not seem to justify the use of SL, as there were several alternatives available on the World Wide Web.  Further, the availability of asynchronous communication within Second Life was limited to the passing of notecards–a basic text-based tool not dissimilar to Apple’s Hypercard (without the scripting capability)–and extremely limited word-processing tools.  As a result, I was hesitant to use Second Life within a traditional classroom setting, since there was no discernible advantage over other platforms.  That changed, however, when moving to a new university put me in the position of not being able to use one of my most successful course plans, specifically, a collaborative project requiring that students create a museum based on some aspect of their collective cultural heritage, due to a lack of gallery space in which to construct the exhibits.  Second Life, it seemed, would offer my classes the opportunity to build a museum, even if it was only a virtual one, and meet the assignment objectives of exposing students to the rigors and rewards of publication. 

So it was in January 2007 that I decided to integrate Second Life into my research writing course in a significant way, so I added Second Life: The Official Guideto the list of required books for the course and updated my syllabus.  The course structure was fairly straightforward and called for students to complete two major assignments.  The first, an extended research project on a topic related to the student’s major, called for students to conduct in-depth research and produce a prospectus, an annotated bibliography of ten to twelve sources, and a formal research paper.  The second was participation in the construction of a virtual museum as part of a collaborative effort between the two sections I was teaching of the course.  The topic of the musuem was to be decided as a group, as were all aspects of its construction, including organizational activities like assigning group and individual roles.  In order to provide students with the best possible experience in Second Life, class-time was set aside throughout both assignments for students to familiarize themselves with the interface through completion of a series of short exercises.

Since most of my students have limited experience with research when they enroll, one of my primary goals for the course generally is to help them develop an understanding of the requirements of rigourous, scholarly research.  A great deal of time is spent in class teaching students how to access the library databases, how to choose peer reviewed sources, how to obtain copies of articles and books through interlibrary loans, how to evaluate those sources using Robert Harris’s CARS method, and ultimately, how to integrate sources into a traditional research paper.  Throughout this part of the course, students were asked to visit various museums within Second Life, such as the International Spaceflight Museum and Milan Brynner’s “Virtual Starry Night”,  and write a short essay about some aspect of the exhibit, such as its use of evidence, style of presentation, effectiveness of interactive displays, and so forth.  These short assignments were designed to reinforce the lessons students had learned about research, and to provide them with experience using Second Life. 

About a third of the way into the semester, I asked students to complete an exercise in object creation in Second Life.  The task involved completion of a simple building–a small cabin constructed of three building blocks (prims) with a variety of textures applied to simulate siding, windows, rafters, and so forth.  The assignment was designed so that it could be completed by an inexperienced builder in about 45 minutes (an experienced builder can complete it in about 10 minutes).  Since my objective was to isolate the talented builders among my students, rather than train my class to be Second Life architects, the assignment included instructions that it was acceptable to abandon the assignment if it had not been completed within an hour.  Of the twenty students enrolled in my class, only one emerged with the skills necessary to participate as a builder in the museum project.

My dreams of a virtual reconstruction of the Western Reserve squashed, I approached the middle of the semester with more reasonable expectations for the Second Life assignment.  As students finished work on their annotated bibliography and began writing their research papers, we began discussing the museum project.  Our first task was to decide on the subject matter of the museum.  Many ideas were advanced, and some were quite ambitious.  A number of students wanted to attempt construction of a virtual Rock and Roll Hall of Fame, and had copyright issues not been insurmountable in the alloted time (about 6 weeks) I might have permitted it.  In the end, however, Northeast Ohio’s history as part of the Underground Railroad was chosen as the topic.  The students envisioned visitors entering a historically accurate garden through which visitors would stroll while reading displays about the history of the Underground Railroad and Salem, Ohio’s role in that movement.  The centerpiece of the museum was to be a reconstruction of a local house that had served as a post on the Underground Railroad, complete with period furnishings and a secret room.  Since I had the necessary experience (and inventory on hand) to construct the garden and since our builder’s skills were up to the task of creating a small house, I approved of the idea and placed a large number of books and other materials related to the Underground Railroad on reserve in the library.

Organizationally, students opted to work in three groups: researchers, graphic artists and builder.  Researchers were responsible for investigating the history of the Underground Railroad, particularly with regard to Northeast Ohio, as well as writing and editing display text based on their findings.  The information was then sent to me via in-world notecards for commentary before being sent back for revisions.  Once revisions were completed, the notecards were passed to members of the graphics team who transferred the information to Powerpoint slides for conversion to Targa images for upload into Second Life.  The builder was asked to find a local building for recreation, obtain copyright permission for recreating the building, and the construction of the building and the walkway through the garden. 

It was at this point that everything began falling apart.  For some reason I have yet to divine, students on the research team seemed to forget, if not completely abandon, everything they had learned about evaluating source materials.  I was suddenly inundated with notecards filled with questionable information derived from internet sources ranging from the Wikipedia to websites constructed by grade school students.  One of the more serious pieces of misinformation my students advanced concerned the authenticity of the folksong “The Drinking Gourd.”  Students were citing sources that claimed the song was used by slaves escaping north, pointing to the lyrics as a sort of secret code that helped escapees find their way north.  I immediately questioned the claim on the surface as I had difficulty believing that African-Americans would require instruction in determining basic compass direction–two minutes and a Google search later, I had verified my suspicions*:

Could the song as it appears on most recordings and in the three children’s books have been sung by escaping slaves?

No, because the lyrics and chorus were written by Lee Hays and first published in 1947, nearly 80 years after the end of the Civil War. (A much smaller number of recordings use the Randy Sparks version, which came even later.) (Bresler, ¶2-3)

What disturbed me most about this discovery was that evidence questioning the authenticity of the song was much more prevalent on the Internet than claims to the contrary.  Indeed, Bresler’s “Follow the Drinking Gourd” website, which includes a rather lengthy exploration of the issue, was available to students as a direct link from their most frequently quoted source, that of James and Leon at NASA Quest.  Of course, I took the problem as an opportunity to review evaluating sources with students, and included a more focused discussion on the necessity of verifying information before using it.  Although this review had the desired effect of getting more accurate information from students, they continued to focus their research efforts on the Internet and various websites and made little use of the materials I had placed on reserve in the library.

The larger problem with the assignment, however, was one that gradually emerged as I watched students complete the task of writing up the results of their research.  Because my intent had been to use Second Life to provide a physical space (that of a gallery) that was otherwise not available to my class, I had failed to consider how text-based information might be created and published in-world.  While I was well aware of the limitations of notecards and knew that text would have to be generated out of world and converted to image files for upload to Second Life, the connection I had failed to make was that this would require students to learn the use of programs other than Second Life.  Only two of my students came to Second Life with enough experience using PowerPoint to be useful on the graphics team, and their experience using Photoshop (or similar programs) was non-existent.  Since time was short, this situation necessitated that I handle most of the graphics work beyond cutting and pasting information from notecards into PowerPoint slides, including the creation of original background textures and conversion of PowerPoint slides to Targa image files.  More problematic was entering text into notecards. 

While formatting basic paragraphs isn’t especially difficult using the notecard interface within Second Life, the lack of right-click functionality that would have allowed students to generate text in Word (for example) and cut-and-paste it into Second Life easily was not present.  This, oddly, hampered students as many were unfamiliar with the keyboard shortcuts necessary to complete the operation.  As a result, most students chose to enter their text directly into notecards, eliminating many of the tools students rely on for the creation of text–most notably spell-check.  And given that their information was going to be presented on PowerPoint slides, most of my students chose to format their information using bulleted lists, which are also unavailable in Second Life.  Also missing from the Second Life notecard interface are the tools needed to underline, italicize, or boldface text, to automatically create hanging indents, or to turn off the option to automatically create hyperlinks, a situation that wreaked havoc on my student’s ability to create citations in recognizable formats.  (I require MLA format in my classes.)  As my students’ frustrations with the notecard system grew, my frustration with the quality of writing being produced also increased–the two are probably related, I admit–and in retrospect I have to wonder to what extent using notecards for the transmission of text in this course may have impacted my students’ understanding of the use of standardized citation formats, much less the need for them.

Nevertheless, my students were able to complete their project by the assigned deadline, and the museum opened to the public on May 2, 2007.  While reception of the museum was favorable, other problems began to be pointed out by visitors.  The most frequent criticism visitors had was difficulty reading the displays, usually as a result of the image failing to download quickly and fully resolve, thus creating a blurred version of the exhibit.   I had tried to anticipate this problem by creating displays that all layered text in an easily read font on a transparent background against a single background image–thus limiting the size of the text image file that had to be downloaded when viewed.  The strategy worked well during off-hours, but not during peak usage hours when more than ten visitors were present in the region of the museum.  A few visitors also questioned the use of notecards (available through a notecard dispenser) to provide a bibliography of sources used in the construction of the exhibit, arguing that citations should have been included within the exhibit displays themselves.  Overall, however, the museum was a success.  It closed on June 2, 2007, when ownership of the space on which the museum had been built reverted to the person who had donated it.

The following semester (Fall 2007), I tried using Second Life in my research writing course a second time.  Still concerned about the impact of Second Life’s notecard system on student learning of citation formatting, I decided to integrate the media project with the rest of the class in a more thorough way.  Thus, instead of requiring students produce a collaborative museum project, they were required to prepare a multimedia exhibit for presentation in Second Life, based on research they had completed as part of the prospectus, annotated bibliography, research paper assignments. I also decided that in order to help students better understand why my university requires a multimedia presentation in some form as part of this course, I would center the course topic around the Metaverse, its history, development, and the implications it has for real-world social issues like intellectual property rights, privacy, and the law.  I planned to start the semester with readings and discussion of Gibson’s Neuromancer  and Stephenson’s Snow Crash,  with Lessig’s Code: Version 2.0  as an optional reading for students interested in the legal and governance issues inherent in the development of the Metaverse.  Students would center their research around topics based on their understanding of the readings and the issues raised by them.

My plans were beset with problems almost immediately when a family emergency required that I be away from my classes for extended periods during the first four weeks of class.  The problems did not arise in the writing assignment; after all, prospectuses are a relatively easy type of paper to learn to write. However, the assigned reading for this section of the course, Neuromancer,  proved to be rather more difficult for my students than I had anticipated.  Only two students managed to complete the reading by the due date, and several students had abandoned their reading after thirty pages.  Most of the in-class discussion centered, therefore, not on interpretive or analytical readings of the text, but discussion of how to read cyberpunk literature, explication of the character, and relevance of the work to real-life–including whether questions of relevance were appropriate when reading literature.  While these are all certainly valid points of discussion, I had assumed (based on years of receiving papers on drug abuse) that what Neuromancer  had to say about addiction (and by extension, cyberaddiction) would be central to our exploration of the work.  But having been absent for several days, I chalked up this departure from my intentions as a consequence of my absence and resulting inability to help students understand the text as they read it.  After talking the situation over with my class, we decided to abandon Neuromancer  and focus our efforts on Snow Crash  instead.

It was with Snow Crash  that it became apparent that my students were unwilling to engage non-linear texts, much less the non-linear worldview of Second Life.  As we began the same series of short exercises that had been so helpful for my students the previous semester, my students began complaining about the relevance of any online use of computer, beyond using library resources, in a writing class.  As we approached the discussion date for Stephenson’s novel, I was increasingly asked what Snow Crash  had to do with writing, what Second Life had to do with writing and research, and what, if anything, they were supposed to learn from the experience.  While I was sorely tempted to tell my students that had they completed reading the book, they’d know the answer to these questions, I refrained and explained that computer literacy and an understanding of how computers shape literacy were necessary components of their education and future careers.  My explanations seemed to fall on deaf ears, however, as our in-class discussions of the book revealed that only one student had finished the reading (though two more would complete it before the end of the semester) and none of the others had made it past the first fifty pages.  In fact, even though most of the students had managed to read more than twenty pages of the book, only a very few of them had understood that Hiro Protagonist’s job was delivering pizzas. 

At this point, I began to suspect two things were at work: first, that perhaps the readings were too advanced for a sophomore level English class, and second, that I was encountering a resistance to reading generally, rather than a resistance to the subject matter. In the case of my first suspicion, that was quickly laid to rest when one of the students who finished the novel raised the issue of language as a sort of virus for the transmission of ideas during a discussion of possible paper topics.  This is, of course, one of the main concerns of Stephenson’s novel, and the comments made by other students in the class in response to the topic demonstrated that it was not beyond their abilities to understand and analyze.  I used this opportunity to revisit Snow Crash,  and to suggest that it was not too late to read the novel as a way of helping students to further refine their paper topics.  While one student did take my advice, most of the class did not, reinforcing my suspicion that I was dealing with a generalized distaste for assigned reading on the part of my students.  However, I would have concluded these difficulties were precisely that, had it not been for the resistance and outright objections my students displayed when it came to using Second Life.

I had began to notice that students were reluctant to log into Second Life after their experience with the online tutorials Second Life uses to familiarize users with the client program and general platform.  Many students found completing the tutorials very difficult and proceeded to vent their frustrations in class by, again, questioning the applicability of Second Life in the classroom, their education, and their future careers.  Other students had little difficulty with the tutorials, but found that using the program cumbersome and overly complicated–particularly when network issues caused the program to run slowly.  In-class exercises such as the museum visit were derided as being stupid, busy-work, and, of course, irrelevant.  By mid-semester, the only answer that seemed to placate my students was that there was a multimedia component of the course that would require use of Second Life for its presentation and the in-class assignments were designed to help them learn the program for that purpose.   Still, I conceded a bit and made the building assignment that had been relatively successful the previous semester optional for students interested in more fully exploring Second Life’s potential as a communication medium.

Only about half of the class attempted the building assignment, and of those trying it, only two managed to compete it within the alloted time, with a third taking several days to work out the intricacies of applying textures to a basic prim.  Of the three students completing the exercise, only two opted to use their new-found building skills in the completion of their fourth, multimedia-based assignment.  One of these students created an interactive exhibit in which visitors sat during his presentation on leadership skills.  Throughout the presentation, he would move the audience around the exhibit by manipulating their seats and grouping people on the basis of various management strategies–demonstrating how categorizing people can be an effective or ineffective management tool.  The other, a veteran of the Second Gulf War, recreated a real-world location where he and two other American servicemen had been attacked, leaving one dead.  The recreation allowed visitors to walk through the area, facilitating an understanding of how events had unfolded in three-dimensions, providing a deeper understanding of how a person’s placement in an environment can affect perception, ability to act, and so forth.  Both presentations were powerful examples of how Second Life can best be utilized as a communications platform, though neither incorporated any aspect of text beyond that needed to develop the presentation in the first place.  As for the rest of the class, they chose to make their presentations using PowerPoint slides uploaded into Second Life, delivering them in an on-line speech during which they would click on a slide viewer to change slides. 

Despite having been presented with two presentations that demonstrated how Second Life could move a multimedia presentation beyond PowerPoint and into a much more powerful, three-dimensional realm–particularly with the military presentation–and a series of PowerPoint presentations in Second Life that demonstrated how the platform could be used in a business environment as a sort of teleconferencing tool, the semester ended with all but a few students convinced that Second Life held no relevance for them, their chosen field of study, or their future careers. 

 

*Note: It has since been pointed out that slaves in the south actually could not have determined compass directions.  “Actually, the literature is full of examples of slaves lacking the most basic navigational knowledge. No knock on them, of course, it was in their ‘owners’’ interest to keep them as ignorant as possible on that score. Knowledge of even the basics, such as the sun seeming to rise in the east and set in the west, was by no means universal. (”Georgia slave John Brown ran away several times before he finally succeeded in reaching freedom. One time… thinking he was traveling north, he walked almost all the way to New Orleans…[1]) See http://www.followthedrinkinggourd.org/Appendix_Teachers_Guide.htm for more.” (Bresler)

Works Cited

Bresler, Joel.  “Afterword, or ‘Is this Song “Authentic?”‘” “Follow the Drinking Gourd”: A Cultural History. Joel Bresler, Ed. 2008. 26¶. 19 March 2008. www.followthedrinkinggourd.org/Afterword.htm.

Bresler, Joel.  Personal Communication. 19 March 2008.  (http://kamaelxevious.wordpress.com/2008/03/19/writing-instruction-in-sl%e2%80%93one-avatar%e2%80%99s-experience-part-two/#comments)

Brynner, Milan.  “Virtual Starry Night.” Second Life.  19 March 2008. http://slurl.com/secondlife/Luctesa/110/127/25/.

Gibson, William.  Neuromancer. New York: Ace, 1986.

Harris, Robert.  “Evaluating Internet Sources.” Virtual Salt. 15 June 2007. 48¶. 19 March 2008. http://www.virtualsalt.com/evalu8it.htm.

James, Donald and Mark Leon, Eds. “Explanation of ‘Follow the Drinking Gourd.” NASA Quest: An Educational Website.  10¶. 19 March 2008.  http://quest.nasa.gov/ltc/special/mlk/gourd2.html.

Lessig, Lawrence.  Code: Version 2.0. New York: Basic, 2006.

Rymaszewskih, Michael , Wagner James Au, Cory Ondrejka, Richard Platel, Sara Van Gorden, Jeanenette Cézanne, Paul Cézanne, Benjamin Batstone-Cunningham, Aleks Krotoski, Celebrity Trollop and Jim Rossignol. Second Life: The Official Guide. 1/e Hoboken, New Jersey: Sybex/John Wiley & Sons, 2007.

Spaceflight Museum Planning Group.  “International Spaceflight Museum.” Second Life. 19 March 2008. http://slurl.com/secondlife/Spaceport%20Alpha/128/128/22>.

Stephenson, Neal.  Snow Crash. New York: Bantam/Spectra, 1992.

23
Jul
08

Another Blackboard, Another Piece of Chalk (Part I)

Every once in a while, someone will post a message to the Second Life Educators’ listserv, asking for help in preparing a proposal for a Second Life project that will convince their principal, department chair, or dean that Second Life (SL) is worth the investment. As requests for help go, it is more than reasonable. Proposal writing is, of course, always a gamble that the writer can accurately predict the gaps in the knowledge of the reviewer, and Second Life compounds the problem by having attracted a great deal of attention in the popular press. The educator planning coursework in SL has to overcome media hype that SL is the next generation in role playing games, that it is nothing more than interactive online pornography, or that it is the future of the Worldwide Web. There is, of course, some truth to be found in each of these criticisms, but to date, reports found outside of academic journals tend to conflate Second Life with the Second Life Grid or otherwise fail to make a distinction between the reporter’s experience and that of the over 14 million current users of Second Life–many of whom have never even visited the same areas upon which the reporter based their story.

Defining Second Life would seem, then, to be the first order of business for anyone proposing its use in the classroom. Unfortunately, trying to define Second Life is rather like trying to stab a fruit fly with a hat pin–just when it seems to be pinned to the tabletop, but it only takes one look to discover that it is still buzzing the watermelon salad. This is partly because Second Life is changeable and flexible, both in its form and its content, largely because it is a product still in development. Indeed, Second Life announced that it was entering public beta testing on April 28, 2003, but has never formally announced the closure of beta testing and currently maintains more than one network of servers (Aditi and Uma, for example) dedicated to testing software changes, including bug fixes and new features (http://lindenlab. com/pressroom/releases/03_04_28_2, http://wiki.secondlife.com/wiki/Preview_Grid). It is not unusual, therefore, to log into the Second Life Grid and find that the software used only the day before must be updated before it can be used again.

It is also difficult to define SL because the conflation between the Second Life client program and the Second Life Grid was firmly established by several years of operation when there was no discernable difference. One logged onto the Second Life Grid using the Second Life client program, both of which were products of Linden Lab–the creators of the software. No need for distinguishing between the two was apparent. However, since Linden Lab released the open source code for its client program, numerous alternative client programs have sprung up, and reverse engineering of the program has led to the development of alternate server software, most notably OpenSim, and the establishment of grid networks not operated by Linden Lab. Because of this, it is now necessary to speak of a Second Life client (the program used to connect to Linden Lab’s server network,) and the Second Life Grid (that is, the main public Second Life Grid Agni, or one of the test networks). This is an important distinction because it is possible to connect to the SL Grid using a different client than the SL client, and it is equally possible to connect to an OpenSim Grid using the SL client, and further, the reliability of the client and the cost of doing business can fluctuate widely depending on the software and grid being used.  In a sense, the term “Second Life” is limited here, then, to the use of the Second Life client to connect to the Second Life Grid (particularly Agni, in the case of educational use).

Nonetheless, attempts to define SL have been made, though most have been based on (or, at least similar to) Childress and Braswell’s inclusion of Second Life as an MMORPG. The problem here is, of course, that Second Life is not a Massively Multiplayer Online Role-playing Game, and I don’t find metaphors comparing SL to online games particularly helpful in understanding those aspects of the platform relevant to instruction. Metaphors should clarify information, not obfuscate it, and in the case of Second Life the use of gaming metaphors carries with them the baggage of goal-oriented, score-based competition that exists within the Second Life universe only as user-created content. As such, calling SL an MMORPG is akin to calling the Worldwide Web an electronic shopping center. It might be argued that the WWW can be characterized as an e-mall, but such a vision limits conceptualization of the WWW to commerical uses and doesn’t suggest to the neophyte user the web’s potential as a tool for communication, education, governance, or any of the myriad other tasks to which it is set. In the same way, calling SL a game is to limit perception of it to leisure activities without regard to its potential as a networked communications platform. 

I would argue that at its core, a networked communications platform is precisely what Second Life is. What distinguishes it from other networked communications programs is its use of three-dimensional graphics to create a facsimile real-world environment in which users create, store and publish content. Because the Second Life Grid is accessed via a stand-alone program, rather than a web-browser, Second Life constitutes its own internet platform and is not part of the Worldwide Web or other internet protocols*. While many MMORPGs, such as World of Warcraft, Everquest, and especially EALand (formerly The Sims Online) operate in similar ways, Second Life is distinguished by its emphasis on user-created content to the extent that it provides no predefined user experience beyond that required to learn the program interface. Even EALand, a program frequently touted as providing users with a “goal-free” experience, requires that users perform predefined and routine tasks in order to maintain their health and status in the game–something not required by Second Life as a platform. In this sense, Second Life is more like the Web in that users are free to shape their own experience-to go where they want, to create what they want, and do what they want. Thus, Second Life and similar programs-like There.com, Whyville, VIOS, ActiveWorlds, and Entropia Universe-represent the platforms by which the first steps are being taken to create a networked virtual reality protocol frequently referred to as “The Metaverse” by long-time users.

All of this would seem fundamental, but the original problem of justifying coursework within the Metaverse, whether Second Life or any other platform, is only resolved by defining the terminology when that coursework is computer related.  That students in a computer gaming or computer simulation course would benefit from working in a networked environment is a given.  The situation is much different, however, for the humanities educator who is interested in using Second Life for cultural exploration or as an exercise in publication.  In such cases, it is not enough to merely describe the Second Life client or the Second Life Grid in order to justify its use; the use to which the platform is put is actually more important.  In a sense, proposing the use of Second Life in the classroom is akin to proposing the use of a blackboard and a piece of chalk.  What is important is not the tool being used, but how the tool is used.

Childress, Marcus D. and Ray Braswell. “Using Massively Multiplayer Online Role-Playing Games for Online Learning.” Distance Education 27:2 (August 2006) 187-96.

——————————————————————————–

*Note: Though current development efforts on the part of Linden Lab include the integration of HTML into the platform, it is not clear to what extent this integration will connect Second Life to the Worldwide Web in the long run. It is possible, if not likely, that Second Life, or a similar platform, will eventually so thoroughly integrate the WWW that the two will be indistinguishable.

25
Mar
08

Why use Second Life in the first place?

[Several responses to what I've written before have included the question of why I chose to use Second Life to address the multi-media portion of the required course guidelines for my writing classes--pointing out that many teachers meet these requirements using programs like MovieMaker, PowerPoint, and Winamp.  I had intended to address this question later, after some articles I'd ordered via interlibrary loan had arrived, but I've decided to go ahead and respond now, albeit in an incomplete manner--and again later once my articles have arrived and I can do a more thorough review of literature.  So this is an incomplete list--just an attempt to get things rolling, rather than a completed portion of the draft.  Remember, this isn't the actual article so much as it is my working ideas through.]

In 1991, the Internet underwent a major change when CERN released a program.. Over the next two years, Gopher, telnet, ftp, and other protocols would be pushed out by an easy to use interface made all the more attractive by its ability to send photographic imagery, music, and eventually video. And thus the Web was born.

If you’re like most people, you’re so accustomed to using the World Wide Web, that you think it is the Internet, not just a part of it. You’re also probably surprised to hear that many people think that, within twenty years, the Web will have gone the way of Gopher, replaced by the Metaverse-a three-dimensional artificial reality in which users will immerse themselves while interacting with information and each other.

Science Fiction? Yes. Rooted in the Cyberpunk visions of William Gibson, Neal Stephenson, and the Wachowski brothers, the Metaverse has been the dream of science fiction fans and geeks since the mid-eighties. And it went online in 2002 when Second Life entered testing for the first time. Since then, Second Life has proven to be as controversial and problematic-if not more so-than the Web was in the early-90s.  But the issues raised by Second Life are important, not simply because they are part of the Internet culture developing around the Metaverse, but also because of their impact on real-world politics and culture. As the line between the virtual and the real has blurred, the traditional answers to questions like “How should laws be made?” or “What is freedom?” seem less useful than they once did, and lawmakers must rewrite everything from copyright to tax law-just to keep pace with the changes.

Such changes and issues were the focus of my section of College Writing II.  My plan was to integrate use of Second Life more fully into the class, not simply as a tool for delivering multimedia presentations, but as a topic of discussion and exploration–from the conception of the Metaverse in Neuromancer, to its current incarnation in the form of Second Life-we’d research, consider, and write about the Metaverse and the changes it is bringing.  This was my plan and this was my reason for teaching writing using SL. 

Of course, there are other reasons to use SL in the classroom or distance learning environment, but to my mind they were (and are) merely benefits to using SL, not actually cause for it.  Indeed, I am one who generally questions the use of any technology beyond that needed to produce text in the writing classroom.  I do see advantages, for example, to instructing students in the use of word processing programs in writing classes, but I find the need for it questionable.  In fact, I’ll go on a limb here and suggest that the use of any software is rightfully and logically the domain of a course in computing, not writing.  Provide me with students who know how to use MSWord, for example, and I can and will show them how to connect use of the program with their writing process effectively.  But actually teaching a group of students to block, copy and paste is, to my mind, a waste of time if that group of students can’t organize text, construct a coherent and cogent sentence, or generate and develop ideas in a logical manner.  The Metaverse, on the other hand, is fundamentally changing how writing is presented and, to a lesser extent, developed and created in much the same way HTML has over the past fifteen years.  That said, however, I admit that arguing that the use of the Metaverse in the English class gives students a head-start on Internet technologies of the future is likely to meet with grudging agreement, but little money, when trying to convince an administrator of the need for funds to support a Second Life educational project. 

[Aside: All of that because I'd like to think that the fact that 3-D virtual realities like Second Life represent the future of the World Wide Web--that within 20 years accessing the Internet will involve logging into a site like SL (if not SL itself) to access the information, creativity, and community that can be found online, is sufficient reason to explain its use in the classroom.  Alas, as it was with word processing programs, HTML documents, and now blogs and Web 2.0 applications like Twitter, people remain unwilling to take the introduction of new technology into the classroom at face value.  (And I should note, if Web 2.0 applications are going to be questioned, it should come as no surprise to me that a Web 3.0 application like Second Life should be challenged.  Indeed, requiring teachers to defend their use of any computer program in the classroom is a good idea, and one I'm strongly in favor of.  I'm just wishing it were someone else doing it!)]

Bear in mind too that much of my experience challenges the reasons for and benefits of using Second Life in the classroom that are frequently listed by other users. Kay and Fitzgerald,  for example, cite “. . .rich, (sic) sensory experiences, authentic contexts, activities, and opportunities for reflection. . .” as the dominant features of Second Life(¶6).  Cross, O’Driscoll and Trondsen suggest that a more clearly defined sense of self, decreased sense of physical distance, increased sense of presence (immersion) and co-creation, an established emphasis on collaborative learning,  and the ability to experience a reality that is unbounded by physical constraints are advantages to Second Life’s use generally–advantages, which if they exist, would certainly enhance any learning activity.  From the standpoint of a long-term user of Second Life, these all boil down to three advantages (I’ll have more to say about these in my review of literature):

  • Immersion–Second Life is engaging.  It is not difficult to set a time limit on a task and still be working at it long after any self-imposed deadline has passed.  Immersion has been repeatedly demonstrated as a beneficial, if not necessary, component in learning. 
  • Collaboration–Second Life fosters collaborative creation of content.  Granted, content creation in Second Life usually involves the construction of three-dimensional spaces and object, not the creation of graphics and text.  However, given the rapidity at which communities develop in Second Life, use of the platform should, and frequently does, foster the evolution of learning communities.
  • Virtual Actualization–Second Life permits the construction of space, objects and architecture without regard to the laws of physics–and at a significantly lower monetary cost than is possible in the real-world.  This advantage is, I think, borne out by my own experience in that finding a gallery space for the museum project was not possible, and building one certainly ridiculous, both in terms of time and money.  And even had a gallery been available for the project, it would not have been practical or possible to build an historically accurate reconstruction of a house and garden over the course of a single weekend outside of Second Life.  Other educators continue to experiment with this aspect of Second Life as well.  Recently, one educator announced completion of a human testicle through which students would be able to walk and interact with exhibits.  In short, Second Life offers the possibility of creating learning tools that it is not possible to even imagine constructing in the real-world classroom.

Again, my own use of Second Life in the classroom was undertaken because I firmly believe that students would find knowledge of the Metaverse, and how to publish text within it, would be helpful now and a necessary job skill in the future.  Likewise, I continue to believe that immersion, collaboration, and virtual actualization of a constructed alternate reality are powerful benefits to the use of Second Life in education–particularly in distance learning environments.  The ability to interact with a student avatar in real-time using Second Life’s voice protocols is, I am convinced, preferable to interacting with students via text on a web-page and email.  Coupled with the advantages I list here, Second Life has extreme potential for beginning the process of breaking down the barriers that distance learning pedagogies are frequently accused of raising between teachers and their students.  However, as a result of my experience, it is not clear that Second Life has the same benefits when used in the writing classroom. 

[Okay, THAT I will eventually get to.  I'd like to say I'll get to it tomorrow, but I've said that enough by now that you won't believe me.  Still, I'll try.  If not, there will be something else about all of this, but I DO still have to sort through what (if anything) makes using SL in the writing classroom difficult. . .especially the challenges of teaching writing using a tool that makes writing difficult.  We'll see, I hope, where I went wrong, where SL went wrong, and how use of Second Life in the writing classroom can be made to work.] 

Works Cited

(I’ll have more sources than this soon–remember, I’m just freewriting this now and will actually cover the issues presented here in more depth in the Review of Literature when I get to it.)

Cross, Jay, Tony O’Driscoll, and Eilif Trondsen.  “Another Life: Virtual Worlds as Tools for Learning.”  ELearning Magazine: Education and Technology in Perspective.  Denise Doig, Managing Editor. 22 March 2007.  31¶. Association for Computing Machinery.  19 March 2008.  http://www.elearnmag.org/subpage.cfm?section=articles&article=44-1.

Kay, Jo and Sean Fitzgerald.  “Second Life in Education Wiki.” 12¶ Wikispaces. 19 March 2008.  http://sleducation.wikispaces.com/

24
Mar
08

HELP!

I had planned on starting my tirade (and it would be a tirade–sort of–do rants count?) by saying something REALLY fascinating about how my non-traditional students actually took to Second Life more quickly than did their traditional counterparts.  I had planned on starting with a comment by someone who said that non-trads had greater problems than did traditional students when it came to Second Life, but for the life of me I can’t find the source!  I know I read it somewhere last week, but now, after 3 hours of poring back over my research, I can’t find it!  If you have any ideas where I can find someone who says non-trads don’t take swimmingly to SL, let me know!  Thanks. 

In the mean time, it’s back to the stacks of photocopies and .pdf files!  I’ll post a start tomorrow, whether or not I’ve found anything.

21
Mar
08

Writing Instruction in SL–One Avatar’s Experience (Part Three)

The following semester (Fall 2007), I tried using Second Life in my research writing course a second time.  Still concerned about the impact of Second Life’s notecard system on student learning of citation formatting, I decided to integrate the media project with the rest of the class in a more thorough way.  Thus, instead of requiring students produce a collaborative museum project, they were required to prepare a multimedia exhibit for presentation in Second Life, based on research they had completed as part of the prospectus, annotated bibliography, research paper assignments. I also decided that in order to help students better understand why Kent State University requires a multimedia presentation in some form as part of this course, I would center the course topic around the Metaverse, its history, development, and the implications it has for real-world social issues like intellectual property rights, privacy, and the law.  I planned to start the semester with readings and discussion of Gibson’s Neuromancer  and Stephenson’s Snow Crash,  with Lessig’s Code: Version 2.0  as an optional reading for students interested in the legal and governance issues inherent in the development of the Metaverse.  Students would center their research around topics based on their understanding of the readings and the issues raised by them.

My plans were beset with problems almost immediately when my father’s sudden illness and death required that I be away from my classes for extended periods during the first four weeks of class.  The problems did not arise in the writing assignment; after all, prospectuses are a relatively easy type of paper to learn to write. However, the assigned reading for this section of the course, Neuromancer,  proved to be rather more difficult for my students than I had anticipated.  Only two students managed to complete the reading by the due date, and several students had abandoned their reading after thirty pages.  Most of the in-class discussion centered, therefore, not on interpretive or analytical readings of the text, but discussion of how to read cyberpunk literature, explication of the character, and relevance of the work to real-life–including whether questions of relevance were appropriate when reading literature.  While these are all certainly valid points of discussion, I had assumed (based on years of receiving papers on drug abuse) that what Neuromancer  had to say about addiction (and by extension, cyberaddiction) would be central to our exploration of the work.  But having been absent for several days, I chalked up this departure from my intentions to not having been present to help students understand the text as they read it.  After talking the situation over with my class, we decided to abandon Neuromancer  and focus our efforts on Snow Crash  instead.

It was with Snow Crash  that it became apparent that my students were unwilling to engage non-linear texts, much less the non-linear worldview of Second Life.  As we began the same series of short exercises that had been so helpful for my students the previous semester, my students began complaining about the relevance of any on-line use of computers beyond using library resources in a writing class.  As we approached the discussion date for Stephenson’s novel, I was increasingly asked what Snow Crash  had to do with writing, what Second Life had to do with writing and research, and what, if anything, they were supposed to learn from the experience.  While I was sorely tempted to tell my students that had they completed reading the book, they’d know the answer to these questions, but I refrained and explained that computer literacy and an understanding of how computers shape literacy were necessary components of their education and future careers.  My explanations seemed to fall on deaf ears, however, as our in-class discussions of the book revealed that only one student had finished the reading (though two more would complete it before the end of the semester) and none of the others had made it past the first fifty pages.  In fact, even though most of the students had managed to read more than twenty pages of the book, only a very few of them had understood that Hiro Protagonist (the novel’s hero) worked delivering pizzas. 

At this point, I began to suspect two things were at work: first, that perhaps the readings were too advanced for a sophomore level English class, and second, that I was encountering a resistance to reading generally, rather than a resistance to the subject matter. In the case of my first suspicion, that was quickly laid to rest when one of the students who finished the novel raised the issue of language as a sort of virus for the transmission of ideas during a discussion of possible paper topics.  This is, of course, one of the main concerns of Stephenson’s novel, and the comments made by other students in the class in response to the comment demonstrated that it was not beyond their abilities to understand and analyze.  I used this opportunity to revisit Snow Crash,  and to suggest that it was not too late to read the novel as a way of helping students to further refine their topics.  While one student did take my advice, most of the class did not, reinforcing my suspicion that I was dealing with a generalized distaste for assigned reading on the part of my students.  However, I would have concluded these difficulties were precisely that had it not been for the resistance and outright objections my students displayed when it came to using Second Life.

I had began to notice that students were reluctant to log into Second Life after their experience with the on-line tutorials Second Life uses to familiarize users with the program.  Many students found completing the tutorials very difficult and proceeded to vent their frustrations in class by, again, questioning the applicability of Second Life in the classroom, their education, and their future careers.  Other students had little difficulty with the tutorials, but found that using the program cumbersome and overly complicated–particularly when network issues caused the program to run slowly.  In-class exercises such as the museum visit were derided as being stupid, busy-work, and, of course, irrelevant.  By mid-semester, the only answer that seemed to placate my students was that there was a multimedia component of the course that would require use of Second Life for its presentation and the in-class assignments were designed to help them learn the program for that purpose.   Still, I conceded a bit and made the building assignment that had been relatively successful the previous semester optional for students interested in more fully exploring Second Life’s potential as a communication medium.

Only about half of the class attempted the building assignment, and of those trying it, only two managed to compete it within the alloted time, with a third taking several days to work out the intricacies of applying textures to a basic prim.  (Nearly all of the students trying the exercise found building easy until it came time to texture the finished product, but more on this in a later post.)  Of the three students completing the exercise, only two opted to use their new-found building skills in the completion of their fourth, multimedia-based assignment.  One of these students created an interactive exhibit in which visitors sat during his presentation on leadership skills.  Throughout the presentation, he would move the audience around the exhibit by manipulating their seats and grouping people on the basis of various management strategies–demonstrating how categorizing people can be an effective or ineffective management tool.  The other, a veteran, recreated a real-world location where he and two other American servicemen had been attacked, leaving one dead.  The recreation allowed visitors to walk through the area, facilitating an understanding of how events had unfolded in three-dimension, providing a deeper understanding of how ones placement in an environment can affect perception, ability to act, and so forth.  Both presentations were powerful examples of how Second Life can best be utilized as a communications platform, though neither incorporated any aspect of text beyond that needed to develop the presentation in the first place.  As for the rest of the class, they chose to make their presentations using PowerPoint slides uploaded into Second Life, delivering them in an on-line speech during which they would click on a slide viewer to change slides. 

Despite having been presented with two presentations that demonstrated how Second Life could move a multimedia presentation beyond PowerPoint and into a much more powerful, three-dimensional realm–particularly with the military presentation–and a series of PowerPoint presentations in Second Life that demonstrated how the platform could be used in a business environment as a sort of teleconferencing tool, the semester ended with all but a few students convinced that Second Life held any relevance for them, their chosen field of study, or their future careers.  While I have not given up on Second Life as a platform for providing students with experience in preparing and delivering multimedia presentations, I have put my efforts on on hold while I consider what I’ve learned about teaching writing in Second Life.

[Tomorrow: What I've learned.  I suspect it will be the first parts of many.  It certainly will begin my exploration of the difficulties confronting the writing teacher in Second Life--as well as possible solutions, both for the teacher and for Linden Lab.

Works Cited

Gibson, William.  Neuromancer. New York: Ace, 1986.

Lessig, Lawrence.  Code: Version 2.0. New York: Basic, 2006.

Stephenson, Neal.  Snow Crash. New York: Bantam/Spectra, 1992.

20
Mar
08

Today’s Post

Something has come up in RL that will keep me from finishing today’s post.  I’ll get to it tomorrow.  Sorry about this, it couldn’t be helped.

19
Mar
08

Writing Instruction in SL–One Avatar’s Experience (Part Two)

It was at this point that everything began falling apart.  For some reason I have yet to divine, students on the research team seemed to forget, if not completely abandon, everything they had learned about evaluating source materials.  I was suddenly inundated with notecards filled with questionable information derived from internet sources ranging from the Wikipedia to websites constructed by grade school students.  One of the more serious pieces of misinformation my students advanced concerned the authenticity of the folksong “The Drinking Gourd.”  Students were citing sources that claimed the song was used by slaves escaping north, pointing to the lyrics as a sort of secret code that helped escapees find their way north.  I immediately questioned the claim on the surface as I had difficulty believing that African-Americans would require instruction in determining basic compass direction–two minutes and a Google search later, I had verified my suspicions:

Could the song as it appears on most recordings and in the three children’s books have been sung by escaping slaves?

No, because the lyrics and chorus were written by Lee Hays and first published in 1947, nearly 80 years after the end of the Civil War. (A much smaller number of recordings use the Randy Sparks version, which came even later.) (Bresler, ¶2-3)

What disturbed me most about this discovery was that evidence questioning the authenticity of the song was much more prevalent on the Internet than claims to the contrary.  Indeed, Bresler’s “Follow the Drinking Gourd” website, which includes a rather lengthy exploration of the issue, was available to students as a direct link from their most frequently quoted source, that of James and Leon at NASA Quest.  Of course, I took the problem as an opportunity to review evaluating sources with students, and included a more focused discussion on the necessity of verifying information before using it.  Although this review had the desired effect of getting more accurate information from students, they continued to focus their research efforts on the Internet and various websites and made little use of the materials I had placed on reserve in the library.

The larger problem with the assignment, however, was one that gradually emerged as I watched students complete the task of writing up the results of their research.  Because my intent had been to use Second Life to provide a physical space (that of a gallery) that was otherwise not available to my class, I had failed to consider how text-based information might be created and published in-world.  While I was well aware of the limitations of notecards and knew that text would have to be generated out of world and converted to image files for upload to Second Life, the connection I had failed to make was that this would require students to learn the use of programs other than Second Life.  Only two of my students came to Second Life with enough experience using PowerPoint to be useful on the graphics team, and their experience using Photoshop (or similar programs) was non-existent.  Since time was short, this situation necessitated that I handle most of the graphics work beyond cutting and pasting information from notecards into PowerPoint slides, including the creation of original background textures and conversion of PowerPoint slides to Targa image files.  More problematic was entering text into notecards. 

While formatting basic paragraphs isn’t especially difficult using the notecard interface within Second Life, the lack of right-click functionality that would have allowed students to generate text in Word (for example) and cut-and-paste it into Second Life easily was not present.  This, oddly, hampered students as many were unfamiliar with the keyboard shortcuts necessary to complete the operation.  As a result, most students chose to enter their text directly into notecards, eliminating many of the tools students rely on for the creation of text–most notably spell-check.  And given that their information was going to be presented on PowerPoint slides, most of my students chose to format their information using bulleted lists, which are also unavailable in Second Life.  Also missing from the Second Life notecard interface are the tools needed to underline, italicize, or boldface text, to automatically create hanging indents, or to turn off the option to automatically create hyperlinks, a situation that wreaked havoc on my student’s ability to create citations in recognizable formats.  (I require MLA format in my classes.)  As my students’ frustrations with the notecard system grew, my frustration with the quality of writing being produced also increased–the two are probably related, I admit–and in retrospect I have to wonder to what extent using notecards for the transmission of text in this course may have impacted my students’ understanding of the use of standardized citation formats, much less the need for them.

Nevertheless, my students were able to complete their project by the assigned deadline, and the museum opened to the public on May 2, 2007.  While reception of the museum was favorable, other problems began to be pointed out by visitors.  The most frequent criticism visitors had was the difficulty of reading the displays, usually as a result of the image failing to download quickly and fully resolve, thus creating a blurred version of the exhibit.   I had tried to anticipate this problem by creating displays that all layered text in an easily read font on a transparent background against a single background image–thus limiting the size of the text image file that had to be downloaded when viewed.  The strategy worked well during off-hours, but not during peak usage hours when more than ten visitors were present in the region of the museum.  A few visitors also questioned the use of notecards (available through a notecard dispenser) to provide a bibliography of sources used in the construction of the exhibit, arguing that citations should have been included within the exhibit displays themselves.  Overall, however, the museum was a success.  It closed on June 2, 2007, when ownership of the space on which the museum had been built reverted to the person who had donated it.

(Tommorrow–another class, another attempt to use SL in the writing classroom the following semester.)

Works Cited

Bresler, Joel.  “Afterword, or ‘Is this song “Authentic?”‘” “Follow the Drinking Gourd”: A Cultural History. Joel Bresler, Ed. 2008. 26¶. 19 March 2008. www.followthedrinkinggourd.org/Afterword.htm.

James, Donald and Mark Leon, Eds. “Explanation of ‘Follow the Drinking Gourd.” NASA Quest: An Educational Website.  10¶. 19 March 2008.  http://quest.nasa.gov/ltc/special/mlk/gourd2.html.

19
Mar
08

Writing Instruction in SL–One Avatar’s Experience (Part One)

In January 2007, I decided to integrate Second Life into my research writing course in a significant way.  I had some experience using Second Life in the classroom before, having used it for writing prompts in short, in-class writing exercises, but had yet to explore the full potential of the platform as a medium for writing.  The decision to try a more intensive use of Second Life than I’d previously attempted was largely the result of my move to a new university that had better support for technology in the classroom than my previous school coupled with a desire to revamp a collaborative writing assignment I’d had great success with in the past.  That assignment–the construction of a museum exhibit exploring the history and culture of the local area–required access to a gallery space that Kent State University Salem (a regional campus in the Kent State University system) didn’t have.  Given my newfound increase in technical support, Second Life seemed to offer not only the space in which the gallery could be created, but also the tools necessary for creating and displaying the various materials that would comprise the exhibit itself.  So I slapped a copy of Second Life: The Official Guide on my required books list and updated my syllabus.

The course structure was fairly straightforward and called for students to complete two major assignments.  The first, an extended research project on a topic related to the student’s major, called for students to conduct in-depth research and produce a prospectus, an annotated bibliography of ten to twelve sources, and a formal research paper.  The second was participation in the construction of a virtual museum as part of a collaborative effort between the two sections I was teaching of the course.  The topic of the musuem was to be decided as a group, as were all aspects of its construction, including organizational activities like assigning group and individual roles.  In order to provide students with the best possible experience in Second Life, classtime was set aside throughout both assignments for students to familiarize themselves with the interface through completion of a series of short exercises.

Since most of our students have limited experience with research when they enroll, one of my primary goals for the course is to help them develop an understanding of the requirements of rigourous, scholarly research.  A great deal of time is spent in class teaching students how to access the library databases, how to choose peer reviewed sources, how to obtain copies of articles and books through interlibrary loans, how to evaluate those sources using Robert Harris’s CARS method, and ultimately, how to integrate sources into a traditional research paper.  Throughout this part of the course, students were asked to visit various museums within Second Life, such as the International Spaceflight Museum and Milan Brynner’s “Virtual Starry Night”,  and write a short essay about some aspect of the exhibit, such as its use of evidence, style of presentation, effectiveness of interactive displays, and so forth.  These short assignments were designed to reinforce the lessons students had learned about research, and to provide them with experience using Second Life. 

About a third of the way into the semester, I asked students to complete an exercise in object creation in Second Life.  The task involved completion of a simple building–a small cabin constructed of three building blocks (prims) with a variety of textures applied to simulate siding, windows, rafters, and so forth.  The assignment was designed so that it could be completed by an inexperienced builder in about 45 minutes (an experienced builder can complete it in about 10 minutes).  Since my objective was to isolate the talented builders among my students, rather than train my class to be Second Life architects, the assignment included instructions that it was acceptable to abandon the assignment if it had not been completed within an hour.  Of the twenty students enrolled in my class, only one emerged with the skills necessary to participate as a builder in the museum project.

My dreams of a virtual reconstruction of the Western Reserve squashed, I approached the middle of the semester with more reasonable expectations for the Second Life assignment.  As students finished work on their annotated bibliography and began writing their research papers, we began discussing the museum project.  Our first task was to decide on the subject matter of the museum.  Many ideas were advanced, and some were quite ambitious.  A number of students wanted to attempt construction of a virtual Rock and Roll Hall of Fame, and had copyright issues not been insurmountable in the alloted time (about 6 weeks) I might have permitted it.  In the end, however, Northeast Ohio’s history as part of the Underground Railroad was chosen as the topic.  The students envisioned visitors entering a historically accurate garden through which they would stroll while reading displays about the history of the Underground Railroad and Salem, Ohio’s role in that movement.  The centerpiece of the museum was to be a reconstruction of a local house that had served as a post on the Underground Railroad, complete with period furnishings and a secret room.  Since I had the necessary experience (and inventory on hand) to construct the garden and since our builder’s skills were up to the task of creating a small house, I approved of the idea and placed a large number of books and other materials related to the Underground Railroad on reserve in the library.

Organizationally, students opted to work in three groups: researchers, graphic artists and builder.  Researchers were responsible for investigating the history of the Underground Railroad, particularly with regard to Northeast Ohio, as well as writing and editing display text based on their findings.  The information was then sent to me via in-world notecards for commentary before being sent back for revisions.  Once revisions were completed, the notecards were passed to members of the graphics team who transferred the information to Powerpoint slides for conversion to Targa images for upload into Second Life.  The builder was asked to find a local building for recreation, obtain copyright permission for recreating the building, and the construction of the building and the walkway through the garden. 

[It is at this point that everything fell apart.  I'll continue this in another post later this afternoon.]

Works Cited

Brynner, Milan.  “Virtual Starry Night.” Second Life.  19 March 2008. http://slurl.com/secondlife/Luctesa/110/127/25/.

Harris, Robert.  “Evaluating Internet Sources.” Virtual Salt. 15 June 2007. 48¶. 19 March 2008. http://www.virtualsalt.com/evalu8it.htm.

Rymaszewskih, Michael , Wagner James Au, Cory Ondrejka, Richard Platel, Sara Van Gorden, Jeanenette Cézanne, Paul Cézanne, Benjamin Batstone-Cunningham, Aleks Krotoski, Celebrity Trollop and Jim Rossignol. Second Life: The Official Guide. 1/e Hoboken, New Jersey: Sybex/John Wiley & Sons, 2007.

Spaceflight Museum Planning Group.  “International Spaceflight Museum.” Second Life. 19 March 2008. http://slurl.com/secondlife/Spaceport%20Alpha/128/128/22>.