Virtual Tools: Learning about Care in SecondLife
Chelsey Hauge
Ethnography and New Media
Professor Jason Pine
Dec. 8, 2008
“We should not simple assume that the most effective use of these technologies lies I the attempt to re-create, in detail, the same kinds of personal contact and exchange with which we are currently familiar. In fact, if we expect these technologies to deliver, at a distance, the veer same kinds of sensory input and interactive potential that we encounter in normal daily life, they will almost certainly continue to disappoint. What is we instead allowed them to define brand new niches for genuine action and intervention?” (Clark)
New media technologies hold new potential for facilitating learning. I am particularly concerned with facilitating learning about and across difference in terms of privilege and power. SecondLife appears to hold power to release new patterns and interactions in learning. At the same time, there are some serious roadblocks that need to be addressed. The potential to use SecondLife as a tool for learning, especially when we consider the way the body is left behind and at once integrated into knowing and being is unique. This research primarily addresses the ways in which SecondLife, through its connectivity to and interaction with Real Life can open up new niches of learning and understanding across and about notions of difference.
SecondLife and RealLife interact in ways that do not leave the body behind, but instead extend “embodied awareness in highly specific, local, and material ways that would be impossible without electronic prosthesis” (Hayles, 290). Media and literary scholar Katherine Hayles theorizes that it is impossible to conceive of consciousness- whether virtual or not- without embodied knowing and experience. She goes on to explain our interaction with virtual realities and smart machines like computers and mobile media technologies to be examples in which our loop of knowing extends beyond the body and language in order to include in the feedback loop the machine- the extension of embodied knowledge that would be impossible without electronic prosthesis. Here, neither embodied knowledge nor the body is left behind, simply they are included in the virtual loops of knowledge production that integrates virtual reality into its existence and being. Through new media technologies like Second Life, we then are extending our feedback loops in include not only the technology but also the virtual environment inhabited by the digital presence of other people. Extending our feedback loop in this way increases the ways we are able to open ourselves to receive knowledge, and thus new patterns of learning become thinkable and possible.
In navigating these spaces, there is often concern in the educational community that new media and the Internet, especially virtual environments, may inhibit learning amongst children and youth, and social interaction amongst all people participating. Yet, in order to part pate in virtual environments, argues Marika Lauders in her article “Conceptualizing Personal Media,” one must be able to act as a cultural producer. Without being able to produce cultural artifacts and apply multi modal literacy’s to the environment, participants would be unable to engage or understand the virtual world around them (Lauders). Examples of ways in which SecondLife users engage through cultural production include the creation and maintenance of an avatar (the digital people who inhabit SecondLife and who are controlled by program users), dressing for parties, creating and hanging art in galleries, and interacting both through auditory speakers and visual written communication. SecondLife avatars often give gifts, have jobs, and attend parties. All of these activates require participation in culturally acceptable norms and require the user to produce cultural artifacts. The artifacts reflect both the physical life outside of SecondLife experienced by the user as well as the negotiation of multi-modal literacies, which generate particular meaning within SecondLife. This engagement with physical worlds, cultural artifacts, and multimodal literacy’s within SecondLife suggests that engagement with virtual worlds might produce a new kind of learning niche.
Media scholar Andy Clark presents, in his article “A Sense of Presence” the idea that new media technologies in fact do construct a new niche of knowing as opposed to replacing an older understanding of the ways in which learners understand and process information. Katherine Hayles, an expert on posthumanism in digital worlds, writes in her book “How We Became PostHuman that it is impossible to exist- whether as an avatar or as a body made of skin and bones, without recognizing that experience and existence is embodied. Again here, we return to the idea that Hayles presented about integrating machines into our feedback loop to understand the world. In this sense, we are seeing a new niche for learning. These two ideas grow into each other, for indeed a knowledge loops that acknowledges the body and newly integrates technology does create extended awareness and new niches of being and existence that were previously unthinkable.
These new niches of existence and of being release potential for our learning about each other in new embodied forms. This is very important because in what bell hooks refers to as a “racist capitalist hetero-sexist patriarchy,” the lines of division between different kinds of people with different kinds of bodies are highly threatening and destructive in the pursuit of knowledge.
This study, then, aims to understand the ways in which interacting through a feedback loop that includes the virtual reality SecondLife as part of the construct and mediation that filters information and understanding of the world can release new potentials for learning. I am particularly interested in learning about difference and tolerance amongst diverse groups of young people. When learning involved a feedback loop that integrates both physical environments with virtual realities, these environments are allowed to mingle and become intertwined with each other. I hypothesize that when this happens, there is an increased potential for learning to be structured around caring in the manner defined by education scholar Nell Noddings.
Nell Noddings, in her book “Learning to Care in Schools” suggests that if education was structured around circles of care that problems of difference and alienation would subside. This would happen because all students would engage in learning about how to care for oneself, intimate others, physical objects, distant others, nature, and ideas, among other topics. This would topple the hierarchy currently plaguing our education system that places a higher value on traditional liberal arts subjects like math and history, which is alienating to some learners. In addition to being alienating, this system serves as a model to teach children and young people to alienate each other and create divisive barriers among which some people are defined as more capable and more intelligent. With Noddings’ idea, we try to move education beyond these barriers, transcending difference and celebrating unique talents.
The hope is to lay the groundwork for a Collaborative digital curriculum that is intertwined with Noddings’ helpful model of how to care for — and create caring — young adults. The curriculum should encourage youth who are often marginalized to safely collaborate online — within the means they have. This means creating opportunities and experiences that can be executed from school and library computers and executing collaborative videos that can be done from nothing more than cell phone or cheap Flip Camera. Create a collaborative learning experiences for young adults that tap into Nel Noddings’ “Circles of Caring” in a clear and precise way using virtual worlds could be key in providing global networking transformative programs. In Nodding’s work, she defines seven “circles” in which youth come to experience and understand the world. Through this model, she believes young adults will be empowered to contribute to the overall health of society.
Although there are a number of projects that are dealing with the topic of Collaborative Digital (see helpful links) few have ever tried to tie Noddings’ understanding of an effective education built around circles of care. This project wants to avoid being heavy handed and serve as a more bottom-up approach, where children have the flexibility and freedom to explore and understand any topic of their choosing.
This research takes place on a very small group of people. This group of people includes only a male in his late twenties who I will call S; and a woman in her early thirties who I will call S, and of course, myself- I am a woman in my mid twenties. The three of us come from widely different backgrounds and spend time out side of SL together. After introducing both participants to SecondLife, I toured them through a few of the sims I am familiar with, including dance parties, a French bar, a clothing store, and a music café. The participants changed their avatars, or digital representations of themselves, and responded to these changes, as well as participated in a few different directed activities. After the participation in SecondLife, we also engage din discussion together about the experience and its meaning in our lives. Participants wrote diaries after each experience, and then reflected together in a shared physical space about the experience. Diary entries and images from this experience can be found on my blog, http://chelseyhauge.wordpress.com/. This is an example of how a research project in SecondLife might be done in the future, on a larger scale in order to consider how learning about and across difference can occur in SecondLife. Primarily, future research might consider in what capacity SecondLife can be a tool in transformative education.
The most significant finding from this small example study is that SecondLife experiences are most powerful learning tools when used as a component of a larger educational plan. While experiences in SecondLife do indeed suggest an interaction of the computer with the body in order to build relationships with others and the world as Katherine Hayles has so clearly emphasized in her book, this machine-mediated experience needs to be paired with real interaction in order for it to become a transformative learning space for the participants. This was evidenced in journal comments about appearance and role play that emphasized physical characteristics and their relationship (or lack there of) to what, or who was behind the screen. The participants made many comments about their avatars not looking like themselves, trying to be someone else, and even about users “cheating” their identities through changing what they look like in SecondLife.
This level of engagement with the physical does lead to a certain degree of curiosity that is powerful insofar as it moves participants to ask many questions of each other about the others life that are not guarded or shaped by assumptions made about physical appearance. However, these questions tend to stay in the physical realm, and the participants tend to ask each other questions and/or comment on how differently avatars and their “people” look, act or behave. Focusing on this difference between real and digital puts an emphasis on what we dream or aspire to be like physically, and could guide research about desires and dream states about the body and image. This does not, though, facilitate transformative education.
SecondLife, though, when coupled with real interaction and discussion about the above mentioned characteristics can have potential to fuel transformative education and critical consciousness. In the right setting, it serves as a play-space to explore questions about identity and relationships as they are linked to questions of power like race, sexuality, gender, geography, age, and other markers of power. However, without post-SecondLife experiences that are situated in a Frierian construct of education for critical consciousness, the experiences in the play-space bear no meaning in real life.
Initially, I considered that the question-asking and curiosity about how one is so different physically in real life than in SecondLife interpretations might hold potential for users and learners to effectively care about each other in new ways in the sense suggested by Noddings. However, it became apparent in this very small experiment that caring is more likely produced through the critical engagement in real space rather than in the SecondLife space alone. In order to foster this kind of empathy towards others at all, users need to move beyond stereotypes and stigmas attached to users of virtual worlds. This was a major barrier in the case of one of the participants, who tended to cling to stereotypes like “all SecondLife users use SecondLife because they don’t know how to have real lives,” and “all SecondLife users are probably uneducated.” While SecondLife might provide a space for those who have difficulty interacting or feeling like they are part of community in real life to engage at different levels, certainly this portion of people does not include on SecondLife users. Additionally, SecondLife users are people who have access to high level technology and fast Internet. It is unlikely that the conception that they are widely uneducated holds any water at all. These are issues though that must be addressed when working with new virtual-world users and trying to use virtual worlds as a learning tool for critical consciousness.
SecondLife provides a very interesting platform for people to come together in one virtual space even as they may be physically at great distances. For those of us interested in building critical consciousness and in activating young people to take a lead in international issues, SecondLife appears to hold endless potential. This virtual space does indeed hold potential for connecting youth globally. We must be careful, though, to construct learning in a way such that young people are able to engage both in SecondLife and in real life in supportive environments. These environments should be structured around Noddings circles of care.
In designing a curriculum for youth educators that opens pedagogical spaces of critical consciousness and makes use of virtual worlds, we should consider creating “home groups” of learners who interact with other “home groups.” Home groups, in this vision, would be small groups of students working with a facilitator or educator to guide them in local contexts. These groups would engage in significant team building activities in order to build trust and community within the group. Home groups could then engage on SecondLife with other home groups from other states, cities, nations, and continents. This would require educators coming together globally to construct a series of themes about which the youth could engage. Likewise, youth playing a leadership role could select and help to guide home groups through the themes.
While youth would participate in virtual activities surrounding a variety of themes, they would process these experiences in their home groups. The home group leader would be responsible for creating a pedagogical space where issues of power, activism, and justice could be interrogated. Creating informed youth in this manner, and providing a supportive environment that networks with other supportive home groups is crucial. Here, we see the vision shared by many media theorists of a networked existence consisting of nodal points come into focus in terms of education and young people. Issues would be shared and learning exchanged through the network, each home group serving as a point of gathering for tiny nodes of interaction, and those tiny nodes would each make up a larger node in the network (Hayles, Shaviro).
The reality of ubiquitous computing in the lives of youth worldwide has potential to affect education tremendously. However, this shift needs to be carefully planned out in ways that are beyond our current educational system. While wide-scale change like that suggested by Noddings is possible in the digital world, especially in education, we have yet to reach this utopia. For this reason, this kind of progressive use of virtual worlds in education that focuses on empathy, care, concern, love, and hope in the world seems to exist and flourish in after school pockets and in small and very progressive private and charter schools.
The existence of educators working in this mode is hopeful, however the movement is piecemeal, existing in pockets here and there and inside of small networks of communities stretched across the globe. At this moment in time, it would be most effective for educators and theorists as well as youth learners to come together to begin to bridge the gaps in learning and access that still plague our youth. Digital worlds hold extreme potential for learning in new ways, for releasing questions and curiosity about difference, and for providing experiences to youth that they can then process in the real world in pursuit of critical consciousness and peaceful youth alliance building and leadership.
Works Cited
Clark, Andy. “A Sense of Presence”. Pragmatics and Cognition (2007): 413-433.
Hayles, Katherine. 1999. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics. Chicago: University of Chicago Press.
hooks, bell.1994. Teaching to Transgress: Education as the Practice of Freedom. New York, New York: Routeledge.
Luders, Marika. “Conceptualizing Personal Media” New Media and Society (2008).
Noddings, Nel. 1992. The Challenge To Care in Schools. New York: Teacher’s College Press.
Shaviro, Steven. 2003. Connected, Or What it Means to Live in the Networked Society. Minneapolis: University of Minnesota Press.
Smith, Randall B. “Experiences with the Alternate Reality Kit: An Example of he Tension Between Literalism and Magic.” (1987): ACM-0-89791.
All work archived with participant diary entries and images at:
Hauge, Chelsey. http://chelseyhauge.wordpress.com/


