Citation: Sanchez, J. (2007). Second Life: An
Interactive Qualitative Analysis. In C. Crawford et al. (Eds.), Proceedings of
Society for Information Technology and Teacher Education International
Conference 2007 (pp. 1240-1243). Chesapeake, VA: AACE.
Second Life: An Interactive Qualitative Analysis
Abstract:
This paper is an Interactive Qualitative analysis of the user experience in
Second Life, an online Metaverse, in an undergraduate literature class. A focus
group of eighteen students produced a systems model including ten affinities
with one primary driver and one primary outcome. The results of this analysis
indicate the importance of the use of socio-technical systems when deploying
gaming in the classroom. This presentation will include a discussion of the
affinities and share recommendations for implementing an online game such as
Second Life in other institutions.
Introduction
The last twenty years have produced a considerable amount of
research involving the use of computer game technologies to support learning in
classroom environments. Within this area, it has been particularly interesting
for researchers and educators to study the effects that videogame technology
may have on studentsÕ motivation during class work and learning tasks (Lepper
and Malone, 1987; Prensky, 2000). Research into writing and composition has
also suggested that writers who are highly motivated by the tasks they are
writing about tend to produce richer and higher quality texts (Bereiter &
Scardamalia, 1985; Pajares, 1994).
Based
on these assumptions, an undergraduate literature course was designed with the
intent of using Second Life as a tool to motivate students and to help them
visualize the writing process. Students participated in Second Life on a
private island; only members of the course along with the instructor and two
technical support staff could access the island. This paper is an Interactive
Qualitative Analysis of the experience of students using second Life in
Composition and Reading in World Literature.
The process to
evaluate the student experience in Second Life is an inductive method using
grounded theory as a foundation. The method to analyze the data, Interactive
Qualitative Analysis, was developed by Northcutt, Miles, et al (1998) at the
University of Texas at Austin and uses a systems approach to qualitative
research. The class members are consistent with Interactive Qualitative
Analysis (IQA) intensity sampling. They are participants who have the ability
to reflect and are willing to participate as experiential experts with the
issue. IQA combines the tradition of phenomenology, which asks what is the
structure and essence of the experience of the phenomenon for the people in the
study, and systems theory whose central question is: how and why does this
system function as a whole (Patton 1990). The systems perspective is gestalt in
origin, which views relationships as interconnected parts with the whole being
greater than the individual parts. Change in one-part leads to changes among
all parts and the system itself.
A focus group was
conducted with eighteen students. The focus group began with a mental imagery
warm-up activity. During the warm-up, students were asked to close their eyes
and visualize themselves interacting in the world of Second Life. They were
asked to notice their surroundings, imagine themselves at home logging in to
Second Life and to see themselves Òin worldÓ. After a five-minute warm-up, each
student was asked to write down their thoughts on note cards. Each note card
was then taped on to the walls where students then categorized, named, and
defined their group affinities. The research question posed to the students was
ÒTell me about your experiences in Second Life. Write one thought or experience
per card. Feel free to record a word, a phrase, or a sentence to capture
that thought and tell me what it is like to experience Second LifeÓ.
Affinity
Analysis
The purpose of
affinity analysis is to categorize and refine the generated data into common
themes. The students who used Second Life in Composition and Reading in World
Literature created a total on 215 note cards, which they categorized into 10
affinities. The numbers and the order of the affinities are not by importance
or frequency. The number assignment is simply a tool in the process of grouping
and linking the data.
1. Purpose
2. Avatars
3. Anger
4. No instructions
5. Interface
difficulty 6. Technical
difficulties
7. Creativity
8. Positive reaction to building
9. Time
consuming 10.
World expectations
Purpose
Students did not understand the purpose of their Second Life activity.
They had a difficult time relating the activity of building in Second Life to
the course material, ÒWhy are we doing this in a world lit classÓ they asked.
Students failed to make connections between Second life activities and their
traditional course work, ÒI donÕt relate this to our reading, we werenÕt
actually doing anything, we were just thereÓ. The majority of the students
enrolled in the course consistently questioned the purpose of the Second Life
building activity. Although they didnÕt understand the purpose of the activity,
the Second Life component was completed because it was a part of their grade,
one student indicated she was Òwilling to give time to it, but, we didnÕt care
about it. I donÕt get any of itÓ.
Avatars
Part of the Second Life experience is the creation of a userÕs avatar.
Each student in the course created an avatar and modified the avatar to their
own specifications. Overall,
students felt that creating their avatar was fun ÒI thought it was fun to make
avatars because you could make them crazy and creepy, and you could make them
to represent you and I thought that part was funÓ. When discussing their avatars, some students went beyond
describing their avatars as being fun, creating an avatar made the second life
experience real, Òcreating them (the avatar) is the only real aspect for meÓ.
To some students, avatars were the only difference between the use of a virtual
world and instant messaging.
Some
students made an effort to create their avatar in their own likeness. As time
went by during the semester, students were able to recognize each other by
their avatars, Òwe were able to recognize each other on the other side of the
virtual environment. I could say hey Rachel.Ó While some students were able to
create an avatar in their likeness, others had a difficult time. One student
said, ÒI couldnÕt make my avatar look like meÓ. Playing with their avatars
became a source of pleasure on the virtual island ÒWe would get together on
Sundays and we couldnÕt tell what to do so we would push each other around or
off buildingsÓ. Watching their and other avatars fall off of buildings was an
activity that many students participated in.
Anger
Students used the word anger to describe their user experience in Second
Life, sources of their anger were software updates, network lag, unannounced
updates, lack of direction, and usability of the tool. One student wrote ÒmehÓ
on a note card to describe his overall user experience with Second Life. When
asked to clarify his comment the student said ÒIt was really frustrating
because, Updates were really annoying because updates took a long time and I
had a slower connection, two hours to updateÓ. A second student simply stated,
ÒI was annoyed because it wasnÕt good at allÓ. Another student describe his frustration with Second Life,
ÒI dislike second life, I didnÕt understand how I was suppose to do things in
second life and that led to anger and frustrationÓ.
No instructions
Students felt that they werenÕt given adequate instruction to complete
the tasks assigned in Second Life. One frustrated user said ÒInstructions might
be helpful, I didnÕt know how to do anything so it was really
frustratingÓ. Students often would
get frustrated on the Second Life campus because they couldnÕt find anyone to
help them when they needed it
ÒWe didnÕt really have any help and we were totally ignorant about the
whole thing. We couldnÕt go anywhere (to find it)Ó. At the end of the semester
after students had created their buildings, they felt the virtual campus they
had created should have been completed; they felt the directions for the
assignment left them with an incomplete vision. The students said, Òwe never
unified the campus, it was always separateÓ. A second student add, Òwe turned
the environment into this ugly place with nonsense everywhere, there was so
much crap everywhere, boxes, you couldnÕt walk aroundÓ. Lack of instructions
includes technical instructions as well as instructions for an assignment.
Interface
difficulty
StudentÕs had a difficult time creating their buildings because they
felt the interface of Second Life was counter-intuitive. A student explained, ÒSo many of the
controls were counterintuitive, if the lines of the buildings would snap
together it would have been so much easierÓ. Students were required to use the Second Life building tools
known as ÒprimsÓ to construct their buildings. They found the ÒprimsÓ, which
were shapes such as spheres, boxes, and cylinders, very difficult to use, ÒitÕs
hard to create 3-D objects using such simple shapes. I had an idea for my
buildings but I couldnÕt make them using such simple shapesÓ. Due to the design
of the user interface and user controls, students noted additional problems
with controlling avatars, Òit is hard to control, I couldnÕt get my avatar to
do the things I needed to doÓ, building, Òlittle clicks are annoyingÓ, and with
navigating the island, Òwalking slowly, it took me a really long time to get
from building to buildingÓ.
Technical difficulties
Several software issues became apparent with Second Life during the
course of the semester. The software program required to run Second Life was
very computer processor intensive and required a persistent and fast Internet
connection. Exemplifying the intensive processing required to use the Second
Life software, a student recalled, ÒI couldnÕt run any other programs while
Second Life was runningÓ. Another
student said, ÒSecond Life took up lots of space on my personal computerÓ.
During
the fall semester of 2006, Second Life had frequent software downloads and
suffered from unannounced downtimes. In some instances, Second Life would be
offline for hours at a time and would boot all users form the grid with as
little as sixty-second notice. Students noted Òthere were frequent downloads,
once or twice a week, and patches take a long time to downloadÓ.
Within
the program itself, students noted other technical problems such as avatars
appearing without their clothes on and objects disappearing while they were
building. While describing some of the technical problems experienced during
the semester, a student recalled, ÒUsing notes (note cards) only worked temperamentally,
some people could see your notes and others canÕtÓ. Students also mentioned the
inconsistencies of how their buildings appeared when looking at them from
different distances, ÒWhen you are
different distances from buildings or walls they would blur and unblurÓ.
Students had a difficult time creating buildings in Second Life because the
buildings changed their appearance based of the position and distance of their
avatar from the building.
Creativity
Students felt the Second Life environment perpetuated a sense of
creativity. Remarks from students show an appreciation for the visual creative
outlet afforded by the virtual world environment. The immersive tool challenged students and they explained
how Second Life forced them to visualize their work. When discussing the
experience of working in Second Life, a student said ÒIt forces you to think
outside the box, because it (Second Life) forces you to think outside the box
in order to build something with the tools it gives, you have to use your own
ideas and adapt that with the tools you haveÓ. Students also mentioned an appreciation for the challenge of
representing their work visually and the enjoyment of exploring other studentÕs
projects, Òwell it definitely was interesting because we didnÕt do a lot of
papers in class, so it was kind of neat having something that we could look at
and exploring the different buildings that people made was funÓ.
Positive reaction to building
Though the building process was difficult, students said they had an
overall positive reaction to building. Through the building activity students
applied concepts from geometry and architecture. A student noted, ÒI was able
to apply a lot of different concepts that I used in math, even though it was
real simple geometrical stuffÓ.
Another student described her ability to link the course content through
Second Life ÒI got a much better appreciation for architecture, I made a
relationship to architecture, writing, and second life, I realized all the
pieces that were involvedÓ.
Students were proud of their work, Ò I felt accomplished after making my
building, we got to go into other peopleÕs buildings, I thought that was coolÓ.
Students
were engaged in their work while they created buildings in Second Life, many
worked long hours straight through the night, ÒI would work really late at night and stay up really late
and build a building and keep doing it until it was done, it took along time
but I didnÕt really think about itÓ.
Another student similarly described the experience, ÒI guess time went
by faster while I was building, and I enjoyed buildingÓ. Overall, students had
a positive reaction to building, Òit forces you to think outside the box in
order to build something with the tools it gives, you have to use your own
idea, and adapt that with the tools you haveÓ.
Time consuming
Working in Second Life is
very time consuming. Students were surprised and burdened by the amount of time
they needed to spend in order to complete their assignments. A student
commented about the extraordinary amount of time needed to build in Second
Life, Òit took hours and hours to do anything but things didnÕt turn out at
allÓ. Another student described the tedious attention to detail required in
Second Life in order to perfect a building, ÒAfter creating a building, I
noticed there were a lot of little spaces between the walls and roof and I just
couldnÕt figure out how to get it rightÓ. Students, who are use to typical
software commands like copy and paste, expected Second Life to have the same
type of functionality. A frustrated student commented, ÒThere was no undo. Some things take way more time than
necessaryÓ. Overall, students indicated that the Second Life activities were
very time consuming, ÒIt really took a lot of time and patience and (the user
must) be willing to have that time
to dedicate to itÓ, and, students did not desire to spend the necessary time in
the tool, ÒA lot of us just didnÕt
care enough about itÓ.
World expectations
When
students first learned they were going to be using Second Life in their class
many developed preconceived notations of what they were going to do. Students
were excited by the marketing pictures of Second Life that they viewed on the
Internet, ÒOn the website they made it
all look fun and interesting and you get into the real thing and its not allÓ. Students also expected to ÒplayÓ
something similar to a popular computer game called ÒThe SimsÓ.
Because of the islandÕs private status and restricted user
accounts, students were not allowed to leave the virtual campus. Students were disappointed with their
lack of interaction with other Second Life residents, ÒIt would have been more fun in the real SL rather than
the UT island, the actual second Life game, there is more stuff to do, its not
just a campus, itÕs a whole worldÓ.
When
students first entered Second Life, they were introduced to a wide-open space
with only three structures, a replica of the university clock tower, a small
Greek style amphitheater, and a replica of a campus building. Students
indicated feeling isolated when they entered Second Life. In one word a student
described their first impression of Second Life, ÒHellÓ, he elaborated further,
ÒEerie, nothing was
thereÓ.
Students
mentioned feeling restricted on the Second Life campus. One student said, ÒThe whole island was really restricted; I think it
would have been better if it were more open.
More interaction with the
outside worldÓ. Adding to the general feelings of being ÒrestrictedÓ, another
student said he felt ÒIsolated.
The island is so isolatedÓ. Students expected to be able to access the entire
world of Second Life and to be able to interact with a large community.
Instead, they were kept on a small island with out any outside influence.
Creating a system
Using qualitative
analysis, ten dimensions or themes were identified as exemplifying the student
experience in Second Life. After defining and describing the dimensions,
theoretical coding (creating hypotheses for each possible pair to establish
possible causality or Òdrivers and outcomesÓ) investigated the relationships
between each theme and creating a path diagram. Students were asked to vote on
how each affinity effected one another or if no relationship existed between
the two. For instance, each student was asked, does ÒNo instructionsÓ effect
ÒangerÓ, does ÒangerÓ effect Òno instructionsÓ, or is there no relationship
between the two? After the votes were tallied, one primary driver, no
instructions, was identified along with one primary outcome, anger, illustrating
a similar user experience for all students participating in Composition and
Reading in World Literature. The Systems Influence Diagram (figure 2) demonstrates the nonlinear
relationships through recursions or feedback loops. Recursion is not a classic
feedback loop as previous loops create successive terms. Recursive codes change
themselves. This model presents
the significant factors, lack of direction, and technical and usability issues
leading to a feeling of anger and frustration amongst students participating in
Second Life in an undergraduate literature course

Figure 1. Systems diagram of Second Life
Student Experience
Conclusion
The student
experience of Second Life can be summarized as follows, a lack of instructions
within this Second Life implementation along with technical and interface
difficulties coupled with studentÕs not understanding the purpose of the
activities led to feelings of anger. Although students were angry with their
overall experience with Second Life, students felt a sense of accomplishment
when they completed their projects and indicated an ability to express their
creativity with the tool. Students also indicate a preference to social
learning activities and find it enjoyable to interact with other avatars while learning
in this space.
The
next phase of this research project is to design learning activities for the
Spring 2007 semester incorporating lessons learned from the Second Life user
experience. In the spring, social learning activities will take the place of
building activities, the instructor will express to students exactly how the
Second Life activities are anchored with the course goals, and detailed
instructions will be provided to students to ensure they have the skills needed
to complete their assignments.
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