Advantages of Second Life
- Free
- Highly adaptable, user created, and users retain intellectual property to their creations
- Visualization – 3 D models
- Social Interaction through dialogue and collaboration
- Informal learning opportunities (foreign language)
- Simulation and experiential learning/Role playing – lived experience
- Ability to establish groups to social network – i.e. communities; Connect to wider world of learners/researchers/professionals
- Economy $1,000 Lindens = $4.16 US (business/marketing)
- Guided tours of replica real world places that students would find difficult or impossible to visit in reality. The Sistine Chapel, or a scaled model of the interior of a Dell computer are just 2 examples of such destinations.
- Quests and problem solving ability (i.e. games)
- Green
- Ability to record chat, voice, video and track data for research purposes
- Language translators available
- Supports PowerPoint, video, audio, graphic images, voice over internet protocol, public chat, private chat, text based information, and an interactive whiteboard
- Ability to remain anonymous
- Level playing field for a wide range of individuals including those with disabilities.
- Greater connectivity and engagement in distance education classes
Disadvantages of Second Life
- Learning Curve
- Some students are not technologically savvy and using Second Life becomes time consuming for them.
- High speed Internet connection, a quick microprocessor, and a good video/graphics card is required.
- Technical problems can include slow responses, lag in resizing objects, this can cause a delay in lectures.
- Need to continuously update software.
- Need for headphones.
- Barriers and distractions to learning (sexually explicit content, outsider intrusions)
- Managing inventory
- Unless known in the Physical World there is no real way to check the “true” identity of an individual.
- Obsessive behavior concerning the way an Avatar looks.
- Role play- if it becomes serious or obsessive can lead to delusional activity.
- Confusion between virtual reality and reality.