Why My Third Grader Loves Second Life

February 8, 2012

Introduction

Did I just let my third grader select an avatar, then navigate the unchartered waters of Linden Labs’ Second Life virtual world? Well, not quite. Recently, however, I visited The Tech Museum in Silicon Valley. There, my daughter discovered a set of desktop computers running a custom version of the Second Life software.

At The Tech Museum

The custom version of Second Life was geared towards youngsters. Once you “login,” it guides you through the selection of an avatar and clothing.

You can find more photos of The Tech Museum’s exhibit here: http://thetechopensource.thetech.org/forums/second-life-museum-exhibit-floor

Once you’ve made those selections, users can learn about the basic features of the application, including how to get around. I noticed that many of the stations were occupied by students of a similar age as my daughter. Here’s why they enjoyed it so much.

1) Self expression.

Third graders have reached an age where they’ve begun to assert some independence. They pick out their own clothes in the morning, have clear opinions on what they like and dislike and have completely developed a sense of “self.” Selecting an avatar and outfitting it with a tricked-up outfit feeds directly into this notion of “self” and more importantly, self expression.

2) Presence indication.

Kids who play Club Penguin know about presence indication. But for others, Second Life was their first exposure to a “massively multi-player online game” (MMOG). They found it fascinating that not only could they walk through a space, but they might come across boys and girls sitting to their left or right. My daughter saw another avatar and shouted to her friend, “Hey Sarah, I found you!” Wait till they found out that they can also find and interact with avatars (other people) halfway across the globe.

3) Usability.

Second Life has taken its share of “hits” from the user community. Many have voiced concerns about the complexity, especially for the ability of new users to get acclimated and started. My daughter and her friends, however, found the custom version of Second Life intuitive and easy to get started. Perhaps software makers ought to design for the elementary school user first! After all, who’s smarter than a fifth grader?

Second Life for Primary Education

While I don’t believe virtual worlds can (or should) ever replace face-to-face instruction and interaction, I do think the technology can play a part in primary (and secondary) education. Two scenarios come to mind.

Access and Reach.

In rural areas, the elementary school may be 50 (or more) miles away. Assuming the availability of “access” (i.e. perhaps a mobile device with adequate computing facilities), teachers can convene a virtual classroom setting for a given day’s lesson. In metropolitan areas, this arrangement would work quite well during “snow days.”

Complementary Teaching Tool.

Introducing virtual classrooms could be an interesting way to complement the teaching environment of the conventional classroom. In addition, students would get a head start in learning the conventions and etiquette for online behavior and familiarize themselves with technological tools that will surely become a significant part of their adult lives.

Conclusion

Thank you, The Tech Museum and Linden Labs for introducing kids to the virtual world. My daughter identified it as the most enjoyable aspect of her museum visit. Her friends love it, too, which tells me that technology and primary education may be a match made in … a virtual world.

Note: I invite you to connect with me on .


Insights And Experiences From Virtual Worlds Experts

March 9, 2009

On Monday evening, I attended FountainBlue’s High Tech Entrepreneurs’ Forum at Microsoft’s Mountain View (CA) campus – the event was titled Virtual Worlds: The Hype, The Reality, The In-Between and was sponsored by Microsoft and TIPS Group.  FountainBlue, a “membership-based, for-profit, collaborative organization designed to positively impact the way people, businesses and organizations work,” has organized a new sub-group around virtual worlds, which officially launched coincident with Monday evening’s event.

FountainBlue landed a true All-Star panel of Virtual Worlds visionaries and experts.  Each panel member provided thoughts on virtual worlds and then took questions from the audience.  A summary of each panelist’s thoughts follows.

UPDATE: FountainBlue has posted a summary of this event on their blog.

Steve Nelson – EVP, Chief Strategy Officer, Clear Ink

Steve is EVP and Co-Founder of Clear Ink, an interactive agency based in Berkeley, CA, who has many “claims to fame” in Second Life development. Among their Second Life projects was a simulcast of the 2008 TED Conference (in Monterey), an appearance by Newt Gingrich in-world, the development of a virtual headquarters for Linden Labs and an in-world island in conjunction with the popular sitcom The Office.

Steve started with his definition of “virtual world” – a social platform that’s immediate and immersive – quite a relevant and apt definition, if you ask me.  Steve stressed the immersiveness of 3D virtual worlds by comparing a webinar viewed “standalone” with one viewed in-world.  Steve noted higher retention and recall rates of the in-world viewing – as viewers of traditional webinars are far from immersed – instead, they’re checking their email and multitasking with other apps on their workstation.

Steve noted that Clear Ink assists companies in virtual worlds via three e’s:

  1. Expectations
  2. Experience
  3. Experimentation

In closing, Steve noted five business models for generating revenue with virtual worlds:

  1. Own the virtual world platform
  2. Sell virtual goods
  3. Create virtual worlds tools and utilities
  4. Be an agency – design, consulting, etc.
  5. Use virtual worlds effectively as an enterprise – save money and be a more effective company

Robin Harper – Former VP of Marketing and Community Development, Linden Labs

Robin took us back to the very early days of Second Life and noted that in the initial development stage, Linden Labs thought the platform was about facilitating entertainment.  Fast forward to today and Robin believes that virtual worlds are so much more than entertainment.  In the past 18 months alone, Robin notes that growth in Second Life has been driven by education and enterprise (which each have grown by 2x in that period).  There is an increased use for simulation, prototyping, design and experiential learning.  60,000 residents are profitable (meaning they generate revenue that exceeds their land costs) and the top resident grossed over $1.7MM in US dollars (real money) by selling virtual shoes.

Robin notes that the power of virtual worlds lies in the collaborative tools that are provided with minimal constraints. She compared the development of virtual worlds to the development of third world countries – growth is facilitated by allowing residents to own their own land, own the intellectual property (of their land assets) and participate in an economy that fuels commerce.  Important areas of development today are “behind the firewall” applications, as well as interoperability across worlds.

UPDATE from Robin Harper: I’d like to clarify the statement attributed to me above. The figures I reported were originally estimates based on one quarter of data, so should not be taken as more than an annualized estimate. In addition, my reference to the sale of virtual shoes was in the context of the types of industries that are generating return in Second Life. In the top group of earners based on the estimates, most were involved in the land business, and a couple were in other businesses like events management and retail/virtual goods, including shoes. For more information, please see my blog: http://couldtherebewhales.blogspot.com/2009/03/correction.html

Michael Gialis – New Business Development, Sun Microsystems

Michael works in Sun Labs, with a focus on online gaming and virtual worlds.  Sun’s technologies in this space are Project Darkstar, Project Wonderland and Project Sun SPOT.  Michael notes that the #1 barrier to virtual worlds adoption is the non-intuitive nature of the client application.  Michael’s comments stirred some discussion among the panel regarding enhanced client capabilities, such as the use of sensors in lieu of keystrokes.  Robin noted that Mitch Kapor is experimenting with a 3D camera – when you smile, your avatar smiles. Some panelists, however, noted that some contexts may require separation between your true feelings and your avatar’s expressions – for instance, in a learning environment, you may not always want your true emotions to be on display.

Anne-Marie Roussel – Business Development Director, Microsoft

Anne-Marie manages Microsoft’s digital media portfolio, which includes Xbox, Zune and MediaRoom.  Anne-Marie noted Microsoft’s early efforts in the virtual world with its Flight Simulator game – which in turn led to the development of a product called Microsoft ESP (for 3D visualization).  Anne-Marie gave the interesting example of leveraging virtual worlds for training sales staff – if you sell Ferraris, then your clientele are much different from those buying Fords, so a virtual world can train sales staff on how to interact with prospective customers and face the sorts of questions/issues that Ferrari buyers are sure to present you with.  Anne-Marie spoke of Microsoft Virtual Earth and noted work being done to marry its 3D visual maps with crime scene data (to assist local law enforcement).

Susan Stucky – Manager, Service System Design, IBM Almaden Research Center

Susan noted that IBM’s involvement in virtual worlds is not to be a platform provider – instead, IBM is platform agnostic.  Susan’s interest in the virtual world is to achieve results that would be harder to accomplish in the real world.  One example noted was the practicing of negotiations of complex deals – reviewers (of the deal maker) could provide a virtual thumbs up or thumbs down.  Trainees could then replay the segment and view the feedback as it occurred.  Susan spoke of the need to capture data to better understand in-world behavior.  IBM Researchers developed technology to take audio chat, utilize voice-to-text to transcribe it and then perform unstructured text analysis to decipher patterns of behavior.  Susan also spoke of IBM’s Sametime 3D initiative and referenced the use of Second Life to facilitate a virtual meeting for IBM’s Academy of Technology.

If you’re interested in related events from FountainBlue, have a look at their events calendar.


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