Second Life for Digital Photography: An Exploratory Study

Second Life for Digital Photography: An Exploratory Study

Second Life (SL) is an emerging technology in higher education. Academics are showing strong interest in it, but so far have more imaginative ideas about using it than experience of actual practice. This paper reports on a pilot study of using SL with six undergraduate students studying Digital Photography in October 2008 at the London South Bank University. The students took part in a group activity in SL that involved creating and manipulating virtual cubes, taking digital photos of avatars, putting these images onto the cubes and telling a story about them. The researchers used qualitative methods, namely personal interviews and a focus group. The findings illustrate benefits of SL for the subject of Digital Photography, particularly with regard to engaging students with active learning, gaining publicity for students as photographers and extending research into subcultures. The study demonstrates how SL can be used as a virtual space to create collaborative learning opportunities that might not be easy to generate in real life. It also examines the issue of user identity through avatars and its impact on group discussion. The paper showcases an example of SL being used for media and art education and offers insights into how this practice might be expanded and transferred to other disciplines and contexts in higher education.

___

  • Antonacci, D. M., & Modress, N. (2008). Envisioning the educational possibilities of user- created virtual worlds. AACE Journal, 16(2), 115–126.
  • Bakioglu, B. S. (2008). Spectacular subcultures of Second Life: Looking beneath the Lulz. Retrieved from http://palefirer.com/blog/?p=166
  • Boellstorff, T. (2008). Coming of age in Second Life: An anthropologist explores the virtually human. Princeton, New Jersey: Princeton University Press.
  • Boulos, M. N., Hetherington, L., & Wheeler, S. (2007). Second Life: an overview of the potential of 3-D virtual worlds in medical and health education. Health Information and Libraries Journal, 24, 233-245.
  • Boyatzis, R. E. (1998). Transforming qualitative information: thematic analysis and code development. London: Sage.
  • Bronack, S., Riedl, R., & Tashner, J. (2006). Learning in the zone: A social constructivist framework for distance education in a 3-dimensional virtual world. Interactive Learning Environments, 14(3), 219-232.
  • Cooper, R., Dibbell, J., & Spaight, T. (2007). Alter Ego: Avatars and their creators. London: Chris Boot Ltd.
  • Chan, M. J. (2007). Identity in a virtual world. Retrieved from http://www.cnn.com/2007/TECH/06/07/virtual_identity/index.html
  • Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9(3), 160-172.
  • Dickey, M. D. (2005). Three-dimensional virtual worlds and distance learning: Two case studies of Active Worlds as a medium for distance education. British Journal of Educational Technology, 36(3), 439-451.
  • Edirisingha, P., Nie, M., Pluciennik, M., & Young, R. (2009). Socialisation for learning at a distance in a 3-D multi-user virtual environment. British Journal of Educational Technology, 14(3), 458-479.
  • Good, J., Howland, K., & Thackray, L. (2008). Problem-based learning spanning real and virtual words: A case study in Second Life. ALT-J, 16(3), 163-172.
  • Hebdige, D. (1988). Hiding in the light: On images and things. London: Routledge.
  • Jarmon, L., & Sanchez, J. (2008). The educators coop experience in Second Life: A model for collaboration. Journal of the Research Centre for Educational Technology, 4(2), 66-82.
  • Joffe, H., & Yardley, L. (2004) Content and thematic analysis. In D. F. Marks & L. Yardley (Eds.), Research Methods for Clinical and health Psychology. London: Sage.
  • Junglas, I. A., Johnson, N. A., Steel, D. J., Abraham, D. C., & Loughlin, P. M. (2007). Identity formation, learning styles and trust in virtual worlds. The DATA BASE for Advances in Information Systems, 38(4), 90-96.
  • Kirriemuir, J. (2008). A spring 2008 'snapshot' of UK higher and further education developments in Second Life. Eduserve Foundation. Retrieved from http://www.scribd.com/doc/7063700/A-Spring-2008-snapshot-of-UK-Higher-and- Further-Education-Developments-in-Second-Life
  • Salmon, G. (2002). E-tivities: The key to active online learning. London: Routledge Falmer.
  • Salmon, G. (2004). E-moderating: the key to teaching and learning online (2nd ed.). London: Routledge Falmer.
  • Salmon, G. (2009). The future for (second) life and learning. British Journal of Educational Technology, 14(3), 526-538.
  • Salmon, G., & Hawkridge, D. (2009). Out of this world. British Journal of Educational Technology, 14(3), 401-413.
  • Schmeil, A., & Eppler, M. J. (2008). Knowledge sharing and collaborative learning in Second Life: A classification of virtual 3D group interaction scripts. Journal of Universal Computer Science, 14(3), 665-677.
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. MA: Harvard University Press.
  • Warburton, S. (2009). Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology, 40(3), 414–426.
  • Wheeler, M., & Salmon, G. (2008). Second Life: Guide for learning group participants. Retrieved from http://tinyurl.com/mooseSLguides
  • Correspondence: Ming Nie, Research Associate in E-learning, Beyond Distance Research
  • Alliance University of Leicester, 103-105 Princess Road East, Leicester LE1 7LG, United Kingdom