A unit in a course on supporting distance learners using synchronous communication technology would be incomplete without some reference to the use of virtual worlds in education.

The most well-known virtual world environment on the Web at the moment is probably Second Life (www.secondlife.com). Second Life was launched by an American called Philip Rosedale in 2003, and was initially seen by many people as a sort of geeky extension of the video-game phenomenon. However, it soon became apparent to those who entered into Second Life, that it is not actually a game at all, but rather a simulated real-world environment in which all kinds of simulated real-world activities can take place – and that it offers endless opportunities for education and training.

Anyone over the age of 18 can become a 'resident' of Second Life by signing up for a free account. On becoming a resident, the first thing you do is choose, and customize, an 'avatar' – an on-screen image of a person (or creature) that represents you. You can then explore an incredible world that contains more or less everything the real world contains, including universities, museums, clothes shops, oceans and nightclubs. NASA even has a space station in Second Life!

Since other real human beings are also exploring the world of Second Life, in the form of their avatars, your avatar will sooner or later encounter other avatars, and will be able to communicate with them (or rather, with their human owners!) using instant messaging or voice chat.

Educators are using Second Life for all kinds of innovative purposes. For example, medical students are practicing medical procedures using simulations in Second Life, IBM employees are attending training courses in Second Life, members of the United States Military are learning about Chinese language and culture in Second Life, and Archeology students at the University of Leicester are experiencing what life is like in remote, tribal cultures through simulations in Second Life. 

There are many free resources for educators and learners in a range of subjects. If you and your learners have broadband access, and you are looking for an innovative way to engage your learners, this is an intriguing avenue to pursue.

Reflection

This YouTube video shows Prof Gilly Salmon speaking about the University of Leicester's use of Second Life.

Have a look at it, and consider whether or how you could experiment with Second Life for educational purposes.

Additional resources

The British Journal of Educational Technology April 2009, Vol. 40(3) is devoted to articles on virtual worlds.

FaceBook has many groups you can join on Second Life, for example 'Second Life for Educators'.