Citation:Sanchez, J. (2007).A Sociotechnical
Analysis of Second Life in an Undergraduate English course. Proceedings of
World Conference on Educational Multimedia, Hypermedia and Telecommunications
2007. Chesapeake, VA: AACE.
A Sociotechnical Analysis of Second Life in an
Undergraduate English course
Joe Sanchez
School of Information
University of Texas at Austin, U.S.A.,
joesanchez@mail.utexas.edu
Abstract:
Sociotechnical systems analysis is a
term frequently used in computer supported collaborative work that refers to
the interaction between people and technology. Technology adoption can be seen
as consisting of both a social and technical system. This paper will provide a
socio-technical analysis of an implementation of Second Life, an online virtual
world, into an undergraduate English course at a large public university. The
paper will 1) describe the pilot course, 2) analyze affinities from a
socio-technical perspective, and finally 3) give recommendations based on
lessons learned from implementing Second Life in an undergraduate English
course.
Introduction
Members of organizations sometimes
have differing goals in regards to instructional technology adoption. Different
users have varying interests and it is especially true when looking at innovative
technologies (Akerman, 2000). In a classroom adoption of a technology, students
and teachers are not the sole users within a system. Users include
instructional designers, technical managers, teaching assistants, technology
trainers, and technology support personal. Each user is a node within the social system and each user
may have a different interest in the adoption of a particular technology
(Duggan, 2003). Instructional
designers might have the goal of creating an open constructivist-teaching environment,
while a technology manager may be more interested in creating a secure,
private, tightly controlled environment in order to reduce risk. Instructional technology
implementations consist of both technical and social networks, mutually
constituted (Kling, 1991).
This paper will provide a socio-technical analysis of an
implementation of Second Life, an online virtual world, into an undergraduate
English course at a large public university. The paper will 1) describe the
pilot course, 2) analyze three affinities collected through a focus group
(Sanchez, 2007) from a socio-technical perspective, and finally 3) give
recommendations based on lessons learned from implementing Second Life in an
undergraduate English course.
Pilot
course
An
undergraduate literature course consisting of eighteen students from various
majors was selected to participate in a pilot implementation of Second Life, an
online virtual world. The intent was to use Second Life as a tool to motivate
students and to help them visualize the writing process. The main activity for
the course was for students to build their ideal campus. 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. Because
some students were not eighteen years old, all students were restricted from
leaving the universityÕs private island. The course met for both the fall and
spring semester, although the following data set is taken from work completed during
the fall semester of 2006.

Figure
1. Over view of UT Second Life Campus
Lack of
instructions
Students
received very little instruction during the course of their second life
experience. Each student attended one training session where they were taught
how to navigate through Second Life, alter the appearance of their avatar, and
build simple shapes such as boxes and arches. 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, a student
noted, 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. When the pilot was initially designed,
an assumption was made that students would be able to quickly learn how to
build structures in Second Life, and their status as Ònet generationÓ or
Ògeneration YÓ (Weiler, 2005) learners would give them a natural ability to create
in a 3D world.
Because of the digital native assumption, the pilot study
was designed in such a way as to let students learn by doing. If they
encountered a problem it was anticipated that students would be able to
collaborate in order to find solutions. Unfortunately, interview, survey, and
focus group data indicated students never felt comfortable working in the 3D
environment. The interface was very difficult for them to use and they were
frustrated by the frequent downtime and weekly software upgrades required by
Second Life.
Lack of
expert users
The
organization supporting Second Life did not have sufficient expertise in the
software to provide appropriate instructional and technical consulting. This
lack of expertise led to decision-making based on the possible use of Second Life rather than
decision-making based on data stemming from actual use of Second Life. Additionally, support staff did not
know how much time it would take or what kind of technical resources,
bandwidth, processor speed, graphics cards, etc., would be necessary to
complete an assignment.
Lack
of organizational expertise effected the implementation of Second Life in
several ways. By the fourth week of class, students developed more
sophisticated skills in Second Life than the assigned teaching assistant in the
course. By the sixth week, students had already spent more time in Second Life
than any staff members from the supporting organization. The supporting
organization could no longer assist students with their work because the
students knew more about the tool than they did. Students reported being
frustrated on the Second Life campus because they couldnÕt find anyone to help
them when they needed it. One student said, ÒWe didnÕt really have any help and we were totally ignorant
about the whole thing. We couldnÕt go anywhere (to find it)Ó.

Figure
2. Picture of University of Texas tower
Lack of
social interaction
Second Life
was thought of as a technical tool, not as a social tool. Because of this,
support staff as well as the instructor spent most their time planning for the
technical system within the 3D world. An example of this is how the students
were first introduced to their virtual land. Students had access to sixteen
virtual acres of land, all of which was empty except for a replica of the
universityÕs clock tower. Other than that lone building, students were
literally left on a deserted island with no trace of other people, places, or
spaces. The island was created in such a way as to provide the most acreage of
useable land for student building projects. This decision is an example of how
organizations think of instructional technology as a mere technical system, the
social component was ignored.
The focus group revealed that students felt isolated on the
island and they felt as if they were planted in a void (Sanchez, 2007). One
student described how she tried to meet-up with other students on the island on
a Sunday afternoon. The students met but they lacked a social space to gather
at or an activity to participate in, so they decided to push each other off the
top of buildings for fun. A student described the experience, ÒWe would get
together on Sundays and we couldnÕt tell what to do so we would push each other
around or off buildingsÓ. The students were literally dying for social
interaction!
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. 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.
Lessons
learned
When
implementing a virtual world such as Second Life it is important to consider
both the social and technical systems. Based on information gathered from
surveys, interviews, and focus groups, the following recommendations are
provided.
Supporting
the technical system
1.
Support
staff should create documentation to assists users and publish the information
both in the virtual space as well as on the web
2.
Staff
must be expert users in order to assist and provide guidance to students
3.
Virtual
spaces should have areas for users to be able to reach support staff
4.
Support
staff should routinely check-in with students to prevent the spread of
misinformation
Supporting
the social system
Many
lessons were learned from the yearlong pilot study of Second Life. The most
important however is that the implementation of 3D worlds in a university
classroom must be thought of as a sociotechnical system. The technical system
includes computers, networks, tutorials, hardware, and policy. The social
system includes, creating social spaces, opportunities for in-word assistance,
demonstrating the presence of others, continuous feedback loops from various
users, and providing social as well as instructional activities.
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Kling, R.
(1991). Cooperation, Coordination and Control in Computer-Supported Work,
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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.
Weiler, A. (2005). "Information-Seeking Behavior
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