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Ladislav VÉGH
Department of Mathematics and Informatics, J. Selye University,
Bratislavská cesta 3322, 94501 Komárno, Slovakia
vegh34@gmail.com
Márta TURCSÁNYI-SZABÓ
Department of Media & Educational Informatics, Eötvös Loránd University,
Pázmány Péter sétány 1/C, 1117 Budapest, Hungary
tszmarta@inf.elte.hu
Abstract: Since the appearing of multi-user virtual environments, there were many attempts to use those
in education. In the modern, 3D, multi-user environments, like the Second Life virtual world, users can
move, communicate, create, and modify 3D objects using their avatars. Organizing online conferences
and lectures is probably the most common usage of virtual worlds for educational purposes. However,
except for this type of passive learning, the Second Life virtual world offers possibilities also for
student-centered, active, creative, constructive, and collaborative learning. In this contribution, we
introduce a virtual school that we developed in Second Life. While we created different areas of this
school, we were focusing mainly on the possibilities of teaching the basics of 3D modeling and
programming in Linden Scripting Language (LSL) - which are the two essential skills needed for
developing user-created contents in this environment. Besides the educational tools for teaching and
learning these subjects, we also created some interactive didactic games for practicing English as a
second language (ESL). In this paper, we describe our observations, summarize the possibilities of
using virtual worlds in computer science education, and we mention some of the pros and cons of using
Second Life as an educational platform for teaching and learning 3D modeling and programming.
Because the virtual area of the school is publicly available for every user of Second Life, we also
wanted to know who visits our educational space. For this reason, we created a questionnaire, which is
available 24/7 in the entrance hall of the school. The questionnaire asks for some demographic data,
user’s activities in Second Life, experiences related to 3D modeling and programming, and future
interests in online courses in this environment. The results showed that users have a positive attitude to
learning in Second Life, many of the respondents are interested in 3D modeling and LSL scripting
courses. The detailed results of the questionnaire are presented in the last part of the paper.
Keywords: virtual worlds; virtual school; Second Life; online learning; 3D modeling; programming.
I. INTRODUCTION
Modern, multi-user virtual environments, like virtual worlds, allow users to move,
communicate, create and modify 3D objects using their avatars, i.e. using virtual representations of
themselves. The largest-ever 3D virtual world created entirely by its users is the Second Life
(www.secondlife.com). Users of this virtual world can create 3D objects using a build in editor or
external modeling application, write scripts to make these objects interactive, share objects with
others, or sell them on the marketplace for virtual money. However, except developing interactive 3D
objects, there is more to do in Second Life. Users can build different virtual spaces (e.g. art galleries,
shops, clubs, schools, beaches, forests, castles), organize and participate in events (e.g. live concerts,
discussions, lectures, building classes, parties, role-plays) and much more. The virtual worlds were
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also recognized as educational platforms. More than 300 universities and educational institutes use
them for teaching, learning and research purposes [1-3]. Probably the most common way of using
Second Life for educational purposes is organizing lectures in virtual classrooms. However, virtual
worlds not just offer this type of passive learning, but also student-centered, active, creative,
constructive and collaborative learning, too. For example, there have been attempts to use Second Life
for teaching and learning English as a second language [4-6], photography [7], entrepreneurship [8],
computer programming [9-14], catering and tourism education [15], 3D modeling [16, 17], computer
animation and graphics [18-20], and much more [1, 21-27].
As we built the virtual school, we were taking into consideration different feature of Second
Life. For example, we tried to design open spaces to make flying possible among nearby areas; around
seats are free spaces for creating own objects; we also took into consideration that the text chat
distance is 20 meters and the voice chat distance is 60 meters in Second Life; we design different
learning areas in the sky to make them free from any disturbing factors; users can easily access
different areas of the school using teleport boards. Figure 1 shows the structure of the virtual school
and the locations of the different areas in the 3D space.
In Figure 2 we can see the main building of the school, where the welcome area, help area for
new users, and a chatting area is located. Next to the building is a sandbox for general purposes (such
as for creating, modifying and sharing objects, creating small temporary buildings).
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Figure 2. The main building and a sandbox of the virtual school
Using virtual worlds in education has many advantages, but also some disadvantages. Among
advantages, we can mention that the 3D environment is engaging, it resembles the modern 3D game
environments. This environment motivates students to create their own interactive objects and avatar
accessories, which can be even shared with other users or sold for virtual money. Another advantage
of using virtual worlds in education is that it offers collaborative and creative learning, students can
work together to build 3D objects or imaginary places even when they are physically miles away from
each other – they only need a computer and an internet connection to log into the virtual space. For
easier communication, they can use voice chat instead of text chat [17, 24, 26, 28].
Unfortunately, there are also some disadvantages of using Second Life in education. As many
3D environments, Second Life also requires a strong graphic card and broadband internet connection
for seamless user experiences. The next problem arises when new students would like to use the
virtual world for the first time – to learn how to move, run, fly, teleport, use the text and voice chat,
customize their avatars, move the camera, and interact with objects takes some time and patience. To
overcome the initial difficulties a group of more experienced users and easily understandable
information boards might help. Except these, we also created some instructional videos and published
them on the website of the virtual school (http://luckstonesuli.blogspot.sk/) [17, 22].
Other problems that might arise from the design and use of virtual words in education are:
applying instructional design principles creatively, leveraging the learning affordances, designing the
proper user experiences, and evaluating pedagogical efficacy [19].
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sharing application offers, students can also use the advantageous features of the Second Life, and will
still have the immersed feeling of being together in the same room.
Figure 3. Students are building candles in the classroom of the virtual school
In the virtual school students can also learn 3D modeling individually. Around the learning
area for creating 3D objects (SLURL: secondlife://Hippoden/112/138/3002) interactive information
boards are placed containing 45 topics with gradually increasing difficulty levels, 144 textures, and six
step-by-step instructions of building various 3D models.
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boards are placed containing 56 topics with gradually increasing difficulty levels, and 43 sample LSL
scripts.
Figure 4. A scripted butterfly that animates and follows the owner in the virtual world,
and a scripted emoticon above the head of the owner
IV. CONCLUSIONS
In this paper, we introduced our virtual school in Second Life. While we built the areas of the
school, we were taking into consideration different features of the virtual world. The final arrangement
of the school presented in this paper seems to be suitable for introducing new users into the usage of
Second Life, for group and individual teaching and learning of 3D modeling and programming, as
well as for practicing English. Education in Second Life can be done in different ways. However, it is
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necessary to take into consideration many of the advantageous and disadvantageous features of the
virtual worlds. By developing adequate syllabus with motivating assignments, applying collaborative
and creative learning, 3D virtual worlds can be used successfully in teaching different topics. As we
see in the result of a short questionnaire, students of different ages and genders, with different
experiences are interested in learning in this engaging and motivating 3D environment. Students who
visited our classes found them entertaining and helpful; they would like to visit more classes in Second
Life.
15
10
0
Text chat
Arranging my own house
Voice chat
1“Second Life age” is the time that elapsed since the user’s registration; it expresses how long the respondent used the
Second Life virtual world.
577
How experienced are you How experienced are you If you have ever used
in building objects from in building objects using modelling software, which
primitives and texture external modelling one was it?
them in Second Life? software products?
(Respondents might select
1 - not at all 1 - not at all more answers.)
5 - very 5 - very 8
20 6
4
15
14 2
12 10
0
10 5
Maya
Blender
3D Studio
Autocad
8
6 0
4 1 2 3 4 5
2
Figure 7. Results of the questionnaire – Users’ experiences in 3D modeling
2 10
10
0 5
Pascal
Haskell
PHP
Java
C++
0
5
1 2 3 4 5
No 10
19% 5
0
Modelling,
programming
English as
Second Life
animations
Book club
Language
texturing
Second
Creating
Usage of
Writing
scripts,
Yes
81%
Figure 9. Results of the questionnaire – Users’ future interests for learning in Second Life
578
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