What are the possibilities and limitations of
using games, immersive social networking, and virtual worlds in the
classroom? Support your opinions
and ideas using the assigned readings, additional research, or classroom
experiences. Your response should be
between 500-1000 words.
(Rosen 5, Second Life PDF, Brooks-Young 6, 9)
“It’s
a change for all of us who aren’t actors to play [with] masks. And to think about the masks we wear
every day.” – G. Salmon, “The Future for (Second) Life and Learning.”
I
believe as a whole, when dealing with the idea of digital representation of an
individual, whether it is through a character in a game, personal social
networking sites, or virtual avatars, the main point of discussion is identity
construction. As far as classroom
use, the concept of digital and virtual environments could be a positive tool
in student learning. Chapter 5 in Rewired, discusses the idea of total
immersion as when all senses are being used to integrate a multisensory,
realistic learning environment.
This type of learning is “Composed of concepts that are all
interconnected, based on learning through the senses…The addition of realistic
sensory information helps to activate areas of the brain that would be active
if the learner were actually engaged in the real-world task that is being
simulated.” Social networks might
be critical tools in taking a step closer to the idea of immersion. This type of environment could also
allow more opportunities to “provide
educational curricula, open additional channels of communication—between
students, teachers, and parents—engage the students.” Students are already
engaged in this type of communication, as they participate in social networks
outside of school on their own time.
By merging their lifestyle with classroom structure “A teacher is able
to foster a sense of community that is continually shifting, allowing for the
development of subgroup relationships within the context of the larger
classroom that would be impossible in out school-based educational system.”
Avatars, Second Life, and New Media Art: The
Challenge for Contemporary Art Education, takes the idea of digital and
virtual worlds, such as the program Second Life (which is referred to as new
media art) and discusses their ability to foster meaning-making in the
classroom. “The characteristics of new media art do not simply show the
function of technology, but also critique and creatively explore those
functions as meaning-making systems within human systems of communication.” The creation of avatars is regarded not
only as a virtual interface, but also as a form of art. Furthermore, this cultural interface is
loaded with human experience and identity. “When examining these avatars,
obviously, the identity converted into data information, does not have a real
body. What is behind the visual
surface is the question of identity in cyberspace… Cyberspace is not a place
without stereotype, but rather may deepen the stereotype…These bodies are
unreal and exaggerated and perpetuate particular dominant cultural
narratives. Art educators can
develop curricula that explore these issues to help students think about the
meanings behind avatar creation to generate a critical, social consciousness.”
Throughout
adolescence, the formation of a student’s identity is fluctuating and slowly
becoming defined as they grow older.
New media art can help students grasp this idea of identity construction
and lead to “Critical discussions about aesthetics and visual culture relating
to identity. Further, students can
consider the reasons for their self-representations in cyberspace.” New Media art can serve as a
“Connection between art education and technology, and, further, art education
and current socio-cultural issues.
Exploring ways to bring new media art into art education will enable art
education to ‘speak’ in a new language through links with technology to consider
and create the future.”
And here is my avatar:

I totally agree with you that all kinds of new media brought the idea of digital representation of an individual and this is all about “identity”. Because of this aspect, I am afraid of broadly using the technologies in classroom even if I think positively about new media as tools for education. I feel like it would finally make us end up losing our humanity and our original way to think, communicate and interact. Anyway, your points gave me a chance to think more about the idea of digital representation. Thanks!
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