Reading the article by Joe Sanchez (2009) has made me rethink that point of view. Sanchez used SL to enable students to create experiences in a space instead of videos. Key for me was the aspect of students sharing their stories with groups of people. SL provides a platform for role-playing and community engagement. Sanchez reported using Teen Second Life to help a group of fifty Austin, Texas high school girls examine gender equity in gaming.
It was easy to recognize the stereotypes these students identified: the princess, the fantasy girl, and the overly muscular or powerful females of games like Mortal Kombat. They then held a fashion show using avatars to depict the stereotypes and then to demonstrate what they thought the women in these games should look like. Their "average girl" was much more realistic and quite a contrast to the fictional females usually found in games.
It had not occurred to me that SL could be used to foster such deep reflective learning. I'm sure all of the young women who participated in the class came away with a much deeper experience than mere discussion could have provided.
Sanchez, J. (2009). Pedagogical Applications of Second Life. Library Technology Reports, 45(2), 21-28. Retrieved from Education Research Complete database.
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