Saturday, March 10, 2012

Second Life will be the future of communications



Discuss the following statement with approximately 1500 words. You should not use more than 2000 words.

‘Second Life will be the future of communications’

PLAGIARISM WARNING ! – Assignments should not be copied in part or in whole from any other source, except for any marked up quotations, that clearly distinguish what has been quoted from your own work. All references used must be given, and the specific page number used should also be given for any direct quotations, which should be in inverted commas. Students found copying from the internet or other sources will get zero marks and may be excluded from the university.


ASSIGNMENT GUIDE:

Your written report will include some brief description of the Second Life (Definition, benefits, limitations, etc) and you can apply these descriptions in one of your chosen company (e.g. IBM, Open University, etc).

Your report may take the form of a general discussion of the communications inside the organizations and the use of Second Life for communications with your expectations of the future communications’ channels.


Your discussion may include your analysis of some of the following:

[a] The purposes of the effective communications inside the organizations. You should make clear how the Second Life is intended to achieve these objectives.

[b] Alternative strategies (or communications’ channel) the company could have pursued to achieve similar aims, using other social and non-social channels.

[c] How use of communications has changed over time e.g. in nature and size of the activities undertaken, with some discussion on why these might have occurred.

[d] The current use of the Second Life in organizations.

[e] Ex-post outcomes.

[f] You may compare the use of Second Life by your chosen company with other companies, possibly in the same industry e.g. education or in related industries.

[g] Register in the Second Life and practice the communications.

The above is not intended to be definitive / exhaustive but offers some guidance on issues you may address in your discussion.

Your discussion should avoid quoting long passages taken directly from company reports and other relevant researches.


ASSIGNMENT AIMS / LEARNING OUTCOMES.

The learning outcomes that this coursework is intended to assess are:

                 [a] Your appreciation of the nature, characteristics and potential  uses of Second Life in communications.

                 [b] Your understanding of how use of social websites affects  and is affected by the business strategies of the companies using them.



Reading: Please read 

http://docsdrive.com/pdfs/ansinet/itj/2011/499-510.pdf


Written Work Marking Scheme

Marks are awarded based on the overall quality of the work, the followings works as a guideline of the marking:

>= 85%

Demonstrate comprehensive understanding of the topic.

The topic is covered and presented very well.

Evidence of great efforts on research and study.

Excellent referencing and literature review.

Clear structure with strong links between chapters.

 75-84%

Demonstrate clear understanding of the topic

The topic is well covered and presented.

Evidence of extensive efforts on research and study

Extensive literature considered and analyzed.

Clear, accurate and consistent referencing.

Clear, well linked structure.

65-74%

Demonstrate clear understanding of the topic

The topic is fairly covered and presented.

Evidence of some efforts on research and study

Satisfactory range of literature considered

Clear and accurate referencing.

Well structured and clear.

55-64%

Demonstrate limited understanding of the topic

The topic is poorly studied and presented.

Evidence of some efforts on research and study

Some literature considered

Acceptable referencing and clear structure

45-54%

Demonstrate few understanding of the topic

The topic is poorly studied and presented, with several fallacies.

Lack of efforts and research conducted

Insufficient literature considered

Poor presentation

Inconsistent referencing

<45%

Demonstrate false understanding of the topic.

The topic is mistakenly studied and presented, and/or the topic not covered at all.

No evidence of research conducted and study.

No discussion of findings.

Inadequate presentation with inconsistent referencing.



The answer:


Introduction about Second Life (SL):

Second Life is an online 3D virtual world developed by Linden Lab. It provides an environment where users are able to create their own digital characters (Avatars) and interact with people all over the world.

It allows users or residents to come together to engage in a range of activities including socializing, attending musical events, playing games, shopping, running businesses, building, collaborating, attending meetings and presentations and undertaking training and education (which what we will discuss through the Open University).

Second Life is an ideal platform for engaging students and trainers in creating their own learning activities, experiences and environments. It’s particularly appealing to the gamer generation.

Second Life facilitates collaboration and co-creation and is a great platform for engaging students in active and experiential learning in authentic contexts. It encourages social and peer learning.

Second Life is currently being used by a wide range of educational organizations as a platform for engaging students in learning across a range of subject areas.

There is a range of educational projects currently running in Second Life such as Open University (OU) and New Media Consortium (NMC)  .

New Media Consortium (NMC) Campus is the largest educational presence in second life and supports events, classes, demonstrations and art exhibitions. The NMC Campus has hosted a number of speakers, events and online conferences and supports more than 20 Sims in second life and a wide range of projects.

We will explore the educational uses of Second Life through the Open University (OU).

Brief Introduction about Open University (OU):

Established in the UK in 1962, the Open University was the world's first distance learning institution. It still offers courses and adult education to people everywhere via BBC television, the Internet, and Second Life.  The OU was probably the first educational institution in the UK to have a presence in Second Life when it acquired its first region in 2006.

Open University (OU) and Second Life (SL):

OU opened its Open Life village (island). This step encouraged OU students and staff to join Second Life and enthusiastically creating and organizing their environment. Open Life Village is the social island where staff and students rent houses and gather to chat in public or dance on the village green.

It produced a guide about second life to support students and staffs explore it.

OU created several volunteer jobs such as Events officer, Scripting Guru, Building Guru, Greeter. That encouraged students and staffs to get involved into the challenge and gave them a sense of greater ownership to the community.

SL enabled OU students and staffs to communicate, engage and work together freely. The instructors can demonstrate their ideas in a visual format to support their teaching style (building learning objects based on subject topics) and students can get the most benefits and understanding through Data Visualization e.g, human anatomy,DNA,atoms,solar system,..

OU have started to build its own collection of learning objects and organize them in an interactive library accessible through SL. Students and instructors can go to this virtual library and access its virtual materials and multimedia learning tools.

OU students and staffs can attend meetings and conferences in real time and can be recorded so the others who missed them can go back and view them. Students can work in teams from different locations and with other universities across the globe where they can’t collaborate in real world.

OU uses SL as a role playing device that allows teachers to create fictional situations where students can assume roles. SL provides a safe environment where students can take chances, make numerous attempts and fail without the real world consequences. “Social simulators”

Consider a Spanish language class, for example. Students meet each other, in what looks like a Mexican marketplace. They assume roles such as shopkeeper, vendor and customer. In SL, students practice their foreign language skills by communicating with one another.

OU uses simulations to train medical students. Second Life simulations for medical purposes appear to be growing rapidly as it facilitates interaction, teaching and learning.

OU uses SL for playing games that serve the educational purposes. For example, Each group of students would search different islands to find items listed by their teacher. Students spend time on various islands observing, comparing and learning the different cultures. Also, students can play a knowledge game. Similar to a question and answer game except that avatars must move to a different location before answering and before the time runs out.

There are other strategies and communications’ channels that OU can use for achieving the same objectives. But the most obvious use of SL is that it combines them in one place.

Here’s a short list that demonstrate SL’s communications and its similarities of web communities:

Communication Features
SL have
Other web communities
Real time text chatting-private
Instant messaging (Yahoo, MSN, Skype,..)
Real time text chatting-group
Chat room (Yahoo, MSN, Skype, ..)
Delayed time text chatting
Email
Real time voice
VoIP / telephone & conference calling (Skype,..)
Real time video/audio stream
Video calling (Skype,..)
Note card messaging
RSS / newsfeeds
Ability to create content
Forum, wiki, blogs
Record activities for later access
Podcasting
Uploading documents
File sharing


There are three key benefits to integrating a web community into Second Life:

Real time collaborative experience: members have the ability to chat, build, watch videos, listen to audio streams, and see fellow resident activity taking place around them.  It is very much like being in a physical space together such as a movie theater, music hall, conference center or living room.

Avatar-driven personalization: members have the ability to create sophisticated three dimensional avatars.  These avatars can be personalized in a variety of ways including all human attributes as well as the ability to be non-human avatars.  Using the gestures feature, avatars can express themselves using movement and facial expressions.  Through the use of scripts, avatars can be made to move, dance, smile and any number of almost infinite movements.  Avatars can even interact with each other such as hugging and dancing.

Persistent location without geographic limitations: members have the ability to purchase, build and maintain a persistent physical location that all members can enjoy. This land is essentially server space that gives owners a place to build objects and saves them for each time they return.  Second Life also allows free travel between servers, which means residents can interact with people from all over the world rather than being restricted to a specific geography or time zone.

There are some complications for students and instructors:

Complications for Students: Some students are not technologically professional and using SL becomes time consuming for them as they have to know the basics of  SL communications, navigations and avatar customization. Furthermore, SL software has technological requirements, and some students may not have computers that meet these requirements.

Complications for Instructors: SL requires time, expertise and money to develop an excellent learning environment. Moreover, instructors can face technological problems during their discussions or lectures that can cause delay on their schedule .


References:
http://secondlife.com/destination/open-university
http://www.open.ac.uk/virtualworlds/p3_1.shtml
http://lecs-static-secondlife-com.s3.amazonaws.com/work/SL-Edu-Brochure-010411.pdf
http://educ.queensu.ca/e-services/it/second-life/intro/IntroToSLforEd.pdf
http://sussex.academia.edu/LizThackray/Papers/919417/Resources_and_Skills_for_Teaching_in_Se
cond_Life_developing_a_toolkit_for_use_by_Open_University_Associate_Lecturers_and_others
http://www.open.ac.uk/cetl-workspace/cetlcontent/documents/48845a25f07ab.pdf
http://www.open.ac.uk/cetl-workspace/cetlcontent/documents/496357225a459.pdf
http://www.open.edu/openlearn/education/exploring-teaching-and-learning-real-and-virtual-worlds?track=2aca4c8c55
http://lecs-static-secondlife-com.s3.amazonaws.com/work/SL-Edu-Brochure-010411.pdf
http://previewpsych.org/BPD2.0.pdf
http://morbo.cs.pdx.edu/SecondLifeOfficialGuideCD/Guides%20and%20Resources/Developer%20Re
sources/Extending%20%20Branded%20Web%20Communities%20into%20Second%20Life.doc

http://incubatorisland.com/HTMLobj-101/Adv_disadv.pdf





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