Educators Should Look To The Past Before Moving Forward With Education In Virtual Reality

Saint Leo University

Back in February 2010, Jeffrey R. Young published an article on The Chronicle Of Higher Education : After Frustrations in Second Life, Colleges Look to New Virtual Worlds. The article, as the title suggests, delved into areas of frustration for educators such as performance, navigation, ease of use and :

Plus, a lot of decidedly nonacademic activity goes on in Second Life, and it’s difficult to limit access so that only students can enter a classroom there. Online vandalism is so common that there’s a name for it (“griefing”), and it’s easy to stumble into areas designed for virtual sex that is, ahem, graphic.

Jeffrey makes a far point about griefing but I’m sure that part of the reason his article rubbed many Second Life users up the wrong way was due to the complaint about nonacademic activity. Second Life was not created as an education product.

National University of Singapore

A very interesting and very telling point from Jeffrey’s article though was the willingness of educators to look at alternatives, continue with Second Life and persevere with the goal of virtual education :

What surprised me the most was that, despite these challenges, educators appear more interested than ever in the idea of teaching in video-game-like realms. A group of college folks interested in virtual environments organized by Educause, the higher-education-technology organization, has a growing membership. Tellingly, though, it recently changed its name from the Second Life group to the Virtual Worlds group, in part reflecting an eagerness to find alternatives.

I was actually subscribed to the mailing list at the time when the change of name was made from Second Life to Virtual Worlds. This wasn’t solely due to educators wanting to explore other virtual worlds, there was also the issue of Linden Lab’s branding policy regarding the use of the Second Life name at the time, but many welcomed the move to discuss and explore alternative virtual worlds.

Virtual Universtiy of Edinburgh

This week Jeffrey has published another article on The Chronicle of Higher Education regarding Second Life, Virtual Worlds and education : Remember Second Life? Its Fans Hope to Bring VR Back to the Classroom.  The headline and opening text is likely to rub Second Life users up the wrong way. Jeffrey has experience of this as he discussed his 2010 article in the more recent article :

In 2010 I wrote an article for The Chronicle pointing out that some colleges were moving away from Second Life, arguing that the virtual world hadn’t lived up to the hype. I got more hate mail for that article than for anything else I’d ever done. And in one of the strangest moments of my journalism career, I was invited to discuss that article in a forum within Second Life called Virtual Worlds Education Roundtable.

As we can see from the link to the discussion, Jeffrey got a hostile reaction. I will say at this point that disagreeing with Jeffrey is fine, but sending him hate mail is not. Second Life users have hopefully grown thicker skins by now.

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Caitlyn Meeks Is Doing A Great Job Of Highlighting High Fidelity Content

Due to ongoing personal commitments I’m not finding as much time to explore virtual worlds as I would like. This is a great shame, but can’t be helped. This is particularly a shame when it comes to High Fidelity because they are making some great strides and they are being highlighted in an excellent fashion by Caitlyn Meeks, who made the move from the Unity Asset store to High Fidelity in February.

Caitlyn brought us the news that Content Team members Eric Levin & Jazmin Cano won best VR scene at the San Francisco VR Hackathon at  Microsoft’s Reactor Space in March.

Caitlyn has also been talking us through the concepts of creating Mini-Golf in High Fidelity :

This is aimed more at content creators than consumers, but you can see Mini Golf in action here.

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Virtual Reality And Virtual Worlds Should Pay Attention To Older Participants

At the Game Developer’s Conference 2016 Professor Bob De Schutter of Applied Game Design at Miami University, gave an excellent presentation : Beyond Ageism: Designing Meaningful Games for an Older Audience.

Now you may be thinking that virtual worlds are not games, they aren’t, but they contain games and the mechanics of accessing virtual worlds are game like. The presentation Professor Bob De Schutter makes has themes that apply to virtual worlds too and platform providers as well as content creators would do well to pay heed to what he says.

That’s before we get to the sort of games older people play. Professor Bob De Schutter presented research from Quantic Foundry regarding the games people over 50 play. The top three, by gender :

Women over 50

  1. FarmVille
  2. Glitch
  3. Second Life

Men over 50

  1. Railroad Tycoon
  2. Second Life
  3. Microsoft Solitaire

This tells us that a certain virtual world that many of us are familiar with is popular amongst over 50’s. Many of us already knew that Second Life was popular amongst a more mature audience. Plenty of over 50’s also inhabit the likes of OpenSim, High Fidelity and more.

Now, as virtual worlds have an older crowd, the rest of the presentation makes for interesting viewing, it covers issues such as accessibility, ageism and the fact that older gamers want to be challenged, not patronised.

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SH//FT – A Non-Profit Organisation Aimed At Sponsoring Underrepresented Groups In VR And More

Hamlet Au over at New World Notes published an article regarding SH//FT : VR Industry Leaders Launch Pro-Diversity Non-Profit SHIIFT.

This prompted me to take a closer look at SH//FT, where I discovered that SH//FT is :

a non-profit organization that partners with industry leaders in emerging technologies such as augmented reality and virtual reality to sponsor and create opportunities for underrepresented groups.

Helen Situ, who is behind this also has a Medium Post about this in which she explains more :

But I’ve noticed something unsettling. There are very few women in virtual reality.

To whoever is reading this, I’m sure that wherever you work, it’s true that the majority of your coworkers are male. In the tech industry, women only represent less than 20% of the workforce. We need to change this.

I’m really a fan of “Whomever” for some bizarre reason, but that’s not important right now! More women in tech and VR is important. I have taken a look at this subject before : Women Probably Don’t Want To Feel All Alone On A Crowded VR Island.

There is, without any shadow of a doubt, a shocking lack of women in tech and we really need to address the reasons why as we move boldly on to the brave new world of VR. I’ve worked in tech for many moons, I’ve worked in tech for many moons in an education environment too and there you see the shocking lack of women in the classroom too.

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Project Sansar Looms Large But Second Life Is Probably Still The Best Virtual World Out There

Project Sansar Concept Art

Project Sansar is widely being dubbed as the Second Life of Second Life. This makes it sound as if Second Life has gone away, if you read the headlines, but when you read the articles then you discover that Second Life is not only healthy, it’s arguably still the best virtual world out there.

We’ll take a look at a couple of articles to demonstrate this point, the first is by Annie Gaus and published on Silicon Valley Business Journals : In virtual reality, Second Life prepares for its second act. The article talks about the virtual reality boom, the fact that Linden Lab have a new product on the way and dives into the hype machine that is currently in action regarding VR :

Now, the makers of Second Life are preparing for a new life of their own in the fast-developing virtual reality market, which Deloitte analysts estimate will hit $1 billion for the first time in 2016.

However, before we can move forward into the new virtual reality, we have to step back and the article acknowledges that Second Life was a successful early experiment, so successful that the article also points out that Second Life’s longevity makes it ancient in Internet years.

The article also contains some quotes from Ebbe Altberg, many which have been heard before but one really stands out from the crowd, especially when people seem to feel that the end of the Second Life virtual world is nigh :

It’s still the best virtual world out there today. We’re profitable all thanks to Second Life.

People should bear this in mind, Second Life is still paying its own way for Linden Lab, Project Sansar is still some way off from being a polished product and even when it is a polished product, it won’t be Second Life, which means that Second Life may still have a home. The article does of course delve into Project Sansar, which is seen as the future, but the future isn’t here yet.

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