What kinds of collaboration can be explored in educational networked spaces? How can this environment affect the exchange between teacher and student, or between student and student? How do methods of teaching and sharing change to accommodate a distributed nature?
How can one further the Second Life experience of collaboration and immersion, while taking into account various ethical issues and avatar behavior? What experiences exemplify activity such as terraforming where participants can shape the world rather than change another planet’s evironments to resemble the earth? And what of the various technologies revolving around a telepresence, in which the senses of the user are stimulated as to create a feeling of being elsehwere? Not to mention the way in which the user(s) may be given the ability to affect the remote location. In this case, the user’s position, movements, actions, voice, etc. may be sensed, transmitted and duplicated in the remote location to bring about this effect. Therefore information may be traveling in both directions between the user and the remote location.
Consider where you might be for example when experiencing “The Letter Well” stand, where what you choose to type comes out of the well and floats skyward. Is this not an immersive digital environment in action? Also the “SynthyCube” and the “Avatar Harp” where the patron-participant can walk into one of the two pods and what string he or she looks at, vibrates and sounds off. Interactive art exemplified! A true form of installation-based art, involving the spectator.
To answer the questions, perhaps a consideration of the words of a few theorists regarding education, curatorial work, and collaborative/immersive environments is in order. While at the Pencil Factory Gallery in The Port, an artists community in Second Life, and observing the work by Angrybeth Shortbread where the ability to engage a group of avatars in an interactive and collaborative manner is readily apparent, think of the following concepts:
· Participatory culture–the collaborative relationship between artist, theorist and curator:
. . . the artist as cultural context provider, who is not chiefly concerned with contributing content to her own projects. Instead, she establishes configurations into which she invites others. She blurs the lines between the artist, theorist, and curator. (Scholz)
Then consider the same when at the roof and experiencing the UUID Polyphony—receiving, creating, participating, collaborating:
· A vehicle for collective problem solving—skills needed for a student audience to participate in convergence culture. To paraphrase Henry Jenkins, some of these skills may include:
Pooling knowledge;
The ability to share and compare value systems in what they see and evaluate;
To be able to make connections across “scattered pieces of information”;
The ability for individual audience members to express their own interpretations and feelings towards what they see through their own “folk culture” (their Second Life avatars, etc.?);
The ability to circulate and share. (176)
Feel like circulating and sharing your experience say with the SLTypewriter? Proceed by connecting with others through multiple networked communities in an instant- Tweet a microblog where your message is transmitted through Twitter—your “scattered pieces of information” being interpreted and shared with others who may not be “present.”
Keep these thoughts in mind and ask yourself again, how can this environment affect the exchange between teacher and student, or between student and student? How do methods of teaching and sharing change to accommodate a distributed nature? What effects do the SL interactive art experience have?
To quote Christopher D. Sessums:
. . . more than simply individual skills — they are cultural skills, that is, they are a part of the shared knowledge and values of our society.
Having mixed feelings? Perhaps a little frustrated from a few technical issues as well as inexperience? Feeling an increasing desire to get past these hurdles for a dynamic social, educational and cultural experience? Perhaps your experience can end up being like Sarah Everts who feels that Second Life can be a strong tool for educators despite an initial awkwardness:
. . . there are also digital glitches that occur because Second Life is still a work in progress. Despite feeling like a klutz, I am a definite Second Life convert. The draw is not simply its educational potential for visualizing complex concepts or for allowing geographically distant students to form a classroom community. . .I like Second Life because it reminds me of the awkward early days of the Internet.
What are your experiences as they relate to these theories?
Works Cited
Scholz, Trebor. “The Participatory Challenge.” Curating Immateriality: The work of the curator in the age of network systems. Ed. J Krysa. New York: Autonomedia, 2006. collectivate.net. <http://www.collectivate.net/the-participatory-challenge/
Excerpt from Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York University Press, 2006. “Why Heather Can Write: Media Literacy and the Harry Potter Wars.”
Everts, Sarah. “Second Life Science.” Chemical & Engineering News. Vol. 85, No. 26. 25 June 2007. <http://pubs.acs.org/cen/science/85/8526sci3.html
Christopher D. Sessums: Blog: Skills for 21st Century Learners: Preparing ourselves for participatory culture. January 05, 2007. http://eduspaces.net/csessums/weblog/146395.html