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A Qualitative Evaluation of <strong>Academic</strong> Staff’s Perceptions of<br />

Second Life as a Teaching Tool<br />

Rose Heaney and Megan Anne Arroll<br />

University of East London, School of Psychology, London, UK<br />

r.heaney@uel.ac.uk<br />

m.a.arroll@uel.ac.uk<br />

Abstract: The aim of the study described in this paper was to investigate the potential of Second Life® (SL) as a<br />

teaching tool on an undergraduate Psychology programme at University of East London (UEL). A qualitative<br />

methodology (Interpretative Phenomenological Analysis; Smith, 1996) was chosen as we wanted to allow the<br />

participants to express openly their first hand experience of using SL in their teaching at the same time as<br />

bringing the researcher’s interpretation to bear. We interviewed four lecturers, with varied prior experience of<br />

online teaching, before and after they conducted a tutorial-type session within SL (although one participant was<br />

interviewed once only - after his session). From the interview transcriptions, we identified three superordinate<br />

themes, namely ‘comfort’, ‘investment’ and ‘clear rationale’. Participants stated that the virtual and anonymous<br />

nature of SL appeared to allow students who might have had difficulty voicing their questions/concerns in a<br />

traditional, physical environment to engage actively in the session. It was also seen as a useful adjunct to the<br />

physical campus for students studying at a distance for reasons of geography, illness, bad weather and the like.<br />

However, these positives had to be offset against drawbacks such as the lack of non-verbal cues so important to<br />

staff in the physical classroom and the potential for staff embarrassment in front of students in what is a<br />

challenging and unpredictable environment. (Unlike students, staff could not hide behind their avatars.) Given the<br />

unique characteristics of SL and the not insignificant investment of both time and resources by both staff and<br />

students to take full advantage of the environment, they all emphasised the need for a clear rationale for its use.<br />

All felt it had obvious potential for activities such as role play exercises, problem based <strong>learning</strong> scenarios and<br />

student presentations but were less certain about its suitability for tutorials (the main activity experienced during<br />

the study) and other forms of group teaching. In sum, this study illustrated that with adequate training of both staff<br />

and students, clear strategies for use and a supportive and encouraging institutional environment, SL can be a<br />

beneficial addition to the teaching and <strong>learning</strong> repertoire of higher education.<br />

Keywords: second life; staff perceptions; interpretative phenomenological analysis<br />

1. Background<br />

Second Life® (SL) is a web-based, 3D virtual world, where users interact with each other via their<br />

avatars (3D representations of themselves). As one of the largest and best known virtual words with<br />

millions of users and tens of millions of square metres of virtual land, SL has been put to many uses,<br />

not least educational. As a Multi User Virtual Environment (MUVE) rather than a Massively Multiplayer<br />

Online Role-Playing Game (MMPORG) such as World of Warcraft (WoW), SL does not come with<br />

pre-defined structures and goal oriented game-play though activities of this sort may be created.<br />

Users or residents of SL create content - 98% of all content in SL is user-generated (Boellstorff, 2008)<br />

- or use resources developed by others, make choices about how and with whom to interact and<br />

whether to restrict themselves to their own (or their institution’s) private spaces or visit the many<br />

public arenas. Many universities in the UK and elsewhere have been active in SL for several years<br />

and continue to be, though recent increases in land charges and its continued lack of adoption as a<br />

mainstream <strong>learning</strong> platform cast some doubts on its use in the longer term. However, the unique<br />

ability of SL (and Virtual Worlds in general) to give users a sense of being present in an environment<br />

other than the one they are actually in, and to interact within it (Schroeder, 2008), make for a rich<br />

educational experience that can be expected to prevail in one form or the other and, as such, a fruitful<br />

area for research and exploration. Additionally, SL’s text and voice communication facilities, in<br />

combination with its 3D features, make it a viable and potentially more rewarding setting for online<br />

meetings, tutorials etc., than those in more common use.<br />

2. Teaching and <strong>learning</strong> in SL<br />

The most documented educational uses of SL are those that benefit from its immersive and<br />

visualising qualities such as: displays and exhibits; role play; simulations; historical recreations;<br />

language <strong>learning</strong>; problem based <strong>learning</strong> (Warburton, 2009). Butler and White (2008) categorise<br />

activities into three distinct types of educational models: real-time interactions such as role play<br />

exercises or teaching sessions; machinima or the viewing of virtual interactions including orientations<br />

and/or knowledge transfer; asynchronous interactions, for instance the creation of virtual objects for<br />

assessment or the response to scripted, existing objects/environments.<br />

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