Introduction
The invention of virtual worlds, including representations of real-world elements like human beings and landscapes, has long been a source of entertainment and a mainstay in the “gaming world”. The last ten years, however, have seen the emergence of these simulations being taken seriously as a form of business and commerce. Furthermore, educational institutions have taken notice, seeing them as valuable tools for e-collaboration and practical positive outcomes.
Second Life is a platform that was widely known in the early 2000s. Many may be shocked to find that this global community is not just thriving but has become a viable form of commerce with the “Linden Dollar” being exchange daily with US currency. Indeed Second life is currently being used by many educators in higher learning at well-known universities (Universities in Second Life, 2020). This technology has not been widely embraced by all educators, however, and there is an ongoing discussion about its long-term usefulness and positive outcomes for preparing students. The current analysis was conducted as part of an assignment for ETEC 522: Ventures in Learning Technologies, a course being taken at the University of British Columbia for a Master’s of Educational Technology (MET). My role in this assignment is to critically review “Second Life” to determine if it is a wise investment. I will be using my skills as an educator who has taught in the classroom, as well as managed and led other educators who use various resources and tools. My objective is to give my perspective investor a thorough analysis to make an informed decision. |