of structures set up by non-IT professionals and
hence postgraduate students in computing degree
could be expected to acquire the necessary skills
and knowledge themselves, it quickly turned out
that some basic guidance needed to be provided.
• Updates: Second Life requires frequent updates of
the client software. As student accounts are typi-
cally limited and the update requires administrator
rights, this regular procedure implied a consider-
able additional workload to technical staff.
• Backups: The assessment process heavily de-
pends on the availability of Second Life being ac-
cessible in a stable and reliable way. Hence there
is an inherent risk of data loss, essentially not con-
trollable by the university, that might have spoiled
the structures set up by the students. It has been
tried to safeguard against such an incident by reg-
ular in-world visits of the tutor. During those vis-
its screenshots have been made to document stu-
dent progress. Luckily no such incident occurred.
5 CONCLUSIONS
The students found the experience mostly positive or
were at least neutral. Even students without an ap-
titude towards virtual worlds or “computer games”
developed a sense of professional identity with their
avatars. The production of a showcase provided them
with a sense of ownership and achievement. Learning
outcomes that address responsible and professional
behavior in virtual environments have been met.
However from the administrative point of view a
number of problems have been encountered and there
is a feeling that accommodating those large student
groups in Second Life is still very resource inten-
sive. A straightforward and manageable process to
ease controlled enrollment and to provide students
with land to build on still needs to be identified.
An issue that remains essentially unresolved is the
lack of a backup process that would facilitate a fair
marking of the students work in case of a system fail-
ure.
Second Life enthusiasts often emphasize the suit-
ability of that virtual world for education, but iden-
tify the steep learning curve for the students concern-
ing basic steps on how to create, design and use their
avatar as the main obstacle. While there are some mi-
nor issues when it comes to creatively building struc-
tures such a view merely hides the real, resource in-
tensive, problems concerning enrollment and manag-
ing land accessibility. We have found that students are
generally willing and ready to adopt a virtual presence
within Second Life as part of their module diet. It is
Second Life itself that has still to mature technologi-
cally to allow smooth management of large numbers
of students.
However in view of ongoing research in this area,
to name only the SLOODLE (Kemp and Livingstone,
2006) project at the University of Edinburgh that aims
to integrate Second Life with the “traditional” con-
tent management system MOODLE, it can be envis-
aged that the technological difficulties will be over-
come eventually and that Second Life will play a more
prominent role in the educational sector in the future.
ACKNOWLEDGEMENTS
The authors want to thank the students of the Univer-
sity of Bedfordshire for their willingness to embark
with the authors on this journey. Without them this
work would not have been possible. We also want to
thank Yucca Gemini (Second Life avatar name) who
so beautifully landscaped the island of Bedfordia cre-
ating a stimulating atmosphere.
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