Considering Virtual Worlds
I don’t know why some teachers take exception to calling virtual worlds “games.” Every time I’ve referred to Second Life as a “game” on Twitter, I receive a flurry of replies insisting “Second Life is NOT a game” and “You really think Second Life is a game???” I think it’s just the cultural mindset that “games are bad” yet “entertaining learning activities are great” even though physically there doesn’t have to be any difference.
I’ve only done a cursory examination of virtual world tools out there, and I hope by the end of my graduate school career, I’ll be able to write a full technology proposal for implementing this. As far as I’m concerned, Second Life is no good for a K-12 district-wide deployment, and here’s why:
- You’re stuck with either the teen grid or the adult grid.
- On the teen grid, parents and teachers aren’t even allowed.
- On the adult grid, students can run into inappropriate content.
- The teacher and district doesn’t have direct control over what students can do.
- Students less than 13 years old aren’t even allowed to be on Second Life.
There are other commercial providers that allow you to create your own virtual worlds. Active Worlds is probably the best one, but their educational pricing is quite steep: http://www.activeworlds.com/edu/awedu_pricing.asp $650/yr for a classroom of 20, and $395/yr after that. Assuming there aren’t bulk rates, for our school district that would be an initial investment of about $1 million, and $600,000 yearly after that. It’s completely unreasonable for a K-12 school system.
I found two that seem the most promising:
- Multiverse: This is a hosted (cloud) solution, and has a completely free educational license. There is also an additional license that may be able to integrate with registered students. It appears to require a quote from Multiverse, and I haven’t followed up on this yet so I’m not sure how much it cost.
Models can be imported from Google Sketchup and Blender, which are both free 3d modeling applications, which means that schools wouldn’t need to invest huge chunks of money to provide modeling tools to students, and students could download these at home. - OpenSim: This is basically THE open source Second Life. You can install OpenSim on your own servers, and have complete control over it, and you can even use the Second Life viewer to access it. It’s still in early development, but it’s already creating quite a buzz. What’s more, the SLOODLE plugin, which integrates Moodle with Second Life and lets users take quizzes in the virtual world and submit virtual objects as assignments, generally works with OpenSim (though a few bugs still need to be worked out).
Google Sketchup models can also be imported into OpenSim, through realXtend (which itself may be a viable virtual world engine). If trying to maintain your own OpenSim server is too much of a burden, there are companies like ReactionGrid that provide hosted OpenSim solutions.
I’m excited to explore the possibilities with virtual worlds, and watch how the products mature. Hopefully we can come up with a solution that works well for everyone in our district, creates focused learning activities, and protects student safety all at the same time.
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