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Abstract
There is an ever-increasing use of virtual worlds where learners explore, experience,
communicate and act. In these 3D immersive (3Di) environments the learner adopts
an avatar and becomes the new persona they devise. The immersive element results
directly from the cognitive, dextrous, social and emotional aspects of the experience.
Virtual worlds, such as Second Life™, are becoming the home for serious learning as
well as still retaining their more vicarious activities. This paper examines the issues
relating to social justice and inclusion with respect to the safety, well-being, freedom
and rights of avatars within a virtual world. It considers what responsibilities exist or
should be made explicit when using virtual worlds as the vehicle for learning. It
concludes that those responsible for training teachers need to raise awareness of
the e-safety issues and provide strategies for dealing with them.
Lesley Scopes MSc. aka Light Sequent in Virtual Worlds L.Scopes@southampton.ac.uk
John Woollard PhD. aka Stradd Ling in Second Life J.Woollard@southampton.ac.uk
School of Education, University of Southampton SO17
Lesley Scopes MSc
John Woollard PhD
Actions that marginalise, belittle or defame
individuals or groups
Behaving in a manner which is offensively coarse,
intimidating or threatening
Target another Resident in a manner which prevents their
enjoyment of Second Life
Sharing personal information about a fellow resident
Adult content, activity and communication not permitted
on the mainland
Disrupting events and server performance
also known as ‘griefing’
Intolerance
Harassment
Assault
Disclosure
Adult Regions
Disturbing the
Peace
Peregrination (def: Travel to locations or the very act of journeying to a destination
provides the circumstances under which learning can take place)
image of the peregrination boards
“It feels a bit strange walking
around an environment
where you don’t actually
know the social rules.
Social rules are definitely an
area that needs to be defined
in an online virtual
environment when
considering the mental and
physical wellbeing of pupils”.
References
Boellstorff, T. (2008). Coming of Age in Second Life: an anthropologist explores the virtual human. New Jersey, US: Princeton University Press..
Byron, T. (2008). Safer Children in a Digital World: the report of the Byron Review. London, UK: DCSF. Online. <http://www.dcsf.gov.uk/byronreview>
CEOP (2010). Child Exploitation and Online Protection Centre. London, UK: Child Exploitation and Online Protection Centre. (accessed October 2010).
Available HTTP < http://www.ceop.police.uk/report-abuse> (accessed October 2010).
Dale, E. (1969). Audio-Visual Methods in Teaching (3rd Edition). London, UK: Holt, Rinehart and Winston.
DoE (2010). Internet Safety Code. London, UK: Department for Children, Schools and Families. Online. <http://www.dcsf.gov.uk/ukccis/userfiles/file/
Internet%20Safety%20Code%20FINAL%20FINAL.pdf> (accessed October 2010).
Guest, T, (2007) Second Lives: A journey through Virtual Worlds, London, UK: Hutchinson
Holocaust Museum (2010). US Holocaust Memorial Museum, US Holocaust Museum in-world. Online. Available HTTP
<http://maps.secondlife.com/secondlife/US%20Holocaust%20Museum1/1/35/27> (accessed October 2010).
Kapp, K.M. and O’Driscoll, T. (2010). Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration. San Francisco, US: Pfeiffer.
Lingard, B. and Mills, M. (2007). Pedagogies making a difference: issues of social justice and inclusion, International Journal of Inclusive Education,
11:3, 233–244.
Meadows, M. S. (2008). I, Avatar: The Culture and Consequences of Having a Second Life. Berkley, US: New Riders.
Moore, K. and Pflugfelder, E. H. (2010). “On being bored and lost (in virtuality)”. Learning, Media and Technology, 35(2), 249-253.
Rymaszewski, M., Au, W.J., Ondrejka, C. and Platel, R. (2008). Second Life: The Official Guide. Indianapolis, US: Wiley.
Scopes, L. (2009). Learning archetypes as tools of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life Southampton:
University of Southampton [Online] Available <http://eprints.soton.ac.uk/66169> (accessed October 2010).
Stephenson, N. (1992). Snow Crash. London, UK: Penguin
TDA (2008). Professional Standards for Qualified Teacher Status and Requirements for Initial Teacher Training. London, UK: The Training and Development
Agency for Schools. Online. Available HTTP <http://www.tda.gov.uk/qts> (accessed October 2010).
Woollard, J. (2011). Psychology for the Classroom: E-Learning. Oxford, UK: Routledge.
Woollard, J. and Scopes, L. (2010). Review of the second encounter with Second Life online.
Online. Available HTTP <http://www.pgce.soton.ac.uk/IT/Research/SecondLife/SLevalreport2.pdf> (accessed October 2010).
“It feels a bit strange walking around
an environment where you don’t
actually know the social rules”.
Lesley Scopes MSc and John Woollard PhD.
School of Education, University of Southampton SO17

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When The Game Becomes Serious

  • 1. Abstract There is an ever-increasing use of virtual worlds where learners explore, experience, communicate and act. In these 3D immersive (3Di) environments the learner adopts an avatar and becomes the new persona they devise. The immersive element results directly from the cognitive, dextrous, social and emotional aspects of the experience. Virtual worlds, such as Second Life™, are becoming the home for serious learning as well as still retaining their more vicarious activities. This paper examines the issues relating to social justice and inclusion with respect to the safety, well-being, freedom and rights of avatars within a virtual world. It considers what responsibilities exist or should be made explicit when using virtual worlds as the vehicle for learning. It concludes that those responsible for training teachers need to raise awareness of the e-safety issues and provide strategies for dealing with them. Lesley Scopes MSc. aka Light Sequent in Virtual Worlds L.Scopes@southampton.ac.uk John Woollard PhD. aka Stradd Ling in Second Life J.Woollard@southampton.ac.uk School of Education, University of Southampton SO17
  • 2. Lesley Scopes MSc John Woollard PhD
  • 3. Actions that marginalise, belittle or defame individuals or groups Behaving in a manner which is offensively coarse, intimidating or threatening Target another Resident in a manner which prevents their enjoyment of Second Life Sharing personal information about a fellow resident Adult content, activity and communication not permitted on the mainland Disrupting events and server performance also known as ‘griefing’ Intolerance Harassment Assault Disclosure Adult Regions Disturbing the Peace
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  • 6. Peregrination (def: Travel to locations or the very act of journeying to a destination provides the circumstances under which learning can take place) image of the peregrination boards
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  • 8. “It feels a bit strange walking around an environment where you don’t actually know the social rules. Social rules are definitely an area that needs to be defined in an online virtual environment when considering the mental and physical wellbeing of pupils”.
  • 9. References Boellstorff, T. (2008). Coming of Age in Second Life: an anthropologist explores the virtual human. New Jersey, US: Princeton University Press.. Byron, T. (2008). Safer Children in a Digital World: the report of the Byron Review. London, UK: DCSF. Online. <http://www.dcsf.gov.uk/byronreview> CEOP (2010). Child Exploitation and Online Protection Centre. London, UK: Child Exploitation and Online Protection Centre. (accessed October 2010). Available HTTP < http://www.ceop.police.uk/report-abuse> (accessed October 2010). Dale, E. (1969). Audio-Visual Methods in Teaching (3rd Edition). London, UK: Holt, Rinehart and Winston. DoE (2010). Internet Safety Code. London, UK: Department for Children, Schools and Families. Online. <http://www.dcsf.gov.uk/ukccis/userfiles/file/ Internet%20Safety%20Code%20FINAL%20FINAL.pdf> (accessed October 2010). Guest, T, (2007) Second Lives: A journey through Virtual Worlds, London, UK: Hutchinson Holocaust Museum (2010). US Holocaust Memorial Museum, US Holocaust Museum in-world. Online. Available HTTP <http://maps.secondlife.com/secondlife/US%20Holocaust%20Museum1/1/35/27> (accessed October 2010). Kapp, K.M. and O’Driscoll, T. (2010). Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration. San Francisco, US: Pfeiffer. Lingard, B. and Mills, M. (2007). Pedagogies making a difference: issues of social justice and inclusion, International Journal of Inclusive Education, 11:3, 233–244. Meadows, M. S. (2008). I, Avatar: The Culture and Consequences of Having a Second Life. Berkley, US: New Riders. Moore, K. and Pflugfelder, E. H. (2010). “On being bored and lost (in virtuality)”. Learning, Media and Technology, 35(2), 249-253. Rymaszewski, M., Au, W.J., Ondrejka, C. and Platel, R. (2008). Second Life: The Official Guide. Indianapolis, US: Wiley. Scopes, L. (2009). Learning archetypes as tools of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life Southampton: University of Southampton [Online] Available <http://eprints.soton.ac.uk/66169> (accessed October 2010). Stephenson, N. (1992). Snow Crash. London, UK: Penguin TDA (2008). Professional Standards for Qualified Teacher Status and Requirements for Initial Teacher Training. London, UK: The Training and Development Agency for Schools. Online. Available HTTP <http://www.tda.gov.uk/qts> (accessed October 2010). Woollard, J. (2011). Psychology for the Classroom: E-Learning. Oxford, UK: Routledge. Woollard, J. and Scopes, L. (2010). Review of the second encounter with Second Life online. Online. Available HTTP <http://www.pgce.soton.ac.uk/IT/Research/SecondLife/SLevalreport2.pdf> (accessed October 2010).
  • 10. “It feels a bit strange walking around an environment where you don’t actually know the social rules”. Lesley Scopes MSc and John Woollard PhD. School of Education, University of Southampton SO17

Hinweis der Redaktion

  1. To be shown while people are waiting.
  2. where we teach
  3. who we teach
  4. What we teach
  5. cybergogy – need better image