2/22/2008

Thing 15: Online Games & Libraries

Findings and thoughts about Second Life and its potential for a librarian to play a role: After watching the YouTube video tour of Info Island/Second Life Libraries, I found the virtual world of Second Life to be exactly the kind of environment that teenagers are probably already exploring extensively and that, with some thought, could be a resource for learning. In fact, teens may well be the "educational" consultants who could assist teachers in understanding, exploring, and applying tools such as Second Life. Although I had no success finding it, I think the idea of an online virtual university or even high school has intriguing possibilities. If there is a concern, it would be a lack of control over interactions (with strangers), images, and content--which I've already experienced--inappropriate for teens within (or even outside) the school environment. Another concern might be the potential for users to become obsessed by or addicted to the virtual world environment.

The potential role of a librarian may be more in terms of a resource than anything else, explaining to patrons, parents, students, and others the use and implications of this sort of online game or virtual world. Of course, I will be checking on other blogs to explore more concrete applications suggested by other participants.

In light of the previous comments, I went ahead and signed up for Second Life after initially exploring some of its features. (The actual experience did not resemble the video at all. Maybe that was the premium version. Other videos discussing virtual universities were frustrating in that I could not find them in my practice sessions.) First off, it requires a download. Second, it tempts a person to buy the premium package. Third, it's a very bizarre experience at first. Running into other avatars and trying to communicate with them are somewhat unnerving experiences. I can see its lure but also its potential for abuse. I can also see its potential to be a "time stealer." (The flying feature was sort of fun, though.)

For Reference:
Simulations, online video lessons, and interactive tutorials all seem related to gaming to some extent; they may play an important role for school media specialists, who could tap into these techno-trends in teaching various subjects and then share new findings with faculty. Some examples: Quest Atlantis, SodaPlay, Games, Learning, and Society Conference, Whyville, Habbo, Science Daily: Videos, SchoolTube: Science & Technology, and BrainPop.

Addendum: Another free multi-player online game that focuses on avoiding an ecological disaster is called PowerUp the Game.

1 comment:

Cindy said...

Interesting...I would be curious about your thoughts of second life after you have some experience with it.

I have yet to "get it", but it also does seem to have a lengthy learning...I lose patience quickly...

By the way I like the way you share links to other Web sites, I have picked up a few newbies along the way.

Cindy Gruwell
CMLE 23 Things Coach