Post-semester notes



Student survey



A total of 13 students from 3rd year, all with no previous experience in Second Life, took this module. At the end of the semester they received an email invitation for an online survey on the use of Second Life. 44% of respondents considered SL to be very effective for their learning, and 62% indicated an increase of interaction with tutors and classmates; 100% had technical difficulties with the software.

While not a scientific research, survey results can be useful as an initial exploration on the benefits and limitations of virtual worlds for digital media technology education.

The questionnaire tool used was SurveyMonkey. Summarized results are presented below.



Section 1: What is Second Life?



1. In your opinion, the main description (or purpose) of Second Life is a

Percent Total
tool for e-learning 0% 0
digital entertainment tool 11.1% 1
multiplayer game 0% 0
3D virtual world 66.7% 6
3D instant messenger 11.1% 1
Other (please specify) 11.1% 1
Total respondents 9
Skipped this question 0


2. When you first created your SL account and logged in, you felt:

Percent Total
Very lost, disoriented, bored, or out of place 33.3% 3
Just a little lost or bored in the beginning 55.6% 5
Excited and 'knew the way around', not bored 11.1% 1
Total respondents 9
Skipped this question 0


3. Now at the end of the semester, how do you feel in Second Life?

Percent Total
Very lost, disoriented, bored, or out of place 22.2% 2
Sometimes a little lost or bored 44.4% 4
Excited, knowing the way around, not bored 33.3% 3
Total respondents 9
Skipped this question 0



Section 2: Learning effectiveness



4. Regarding the activities and assignments you were required to do in Second Life, which of the following would have been easier if you'd had more time? (check all that apply)

Percent Total
Getting around SL, using navigation tools 22.2% 2
Using SL building/editing tools 77.8% 7
Finding or creating objects 88.9% 8
None (time was enough) 0% 0
Other 11.1% 1
Total respondents 9
Skipped this question 0


5. And which of the following would have been easier if you'd had more real life tutoring/help? (check all that apply)

Percent Total
Getting around SL, using navigation tools 44.4% 4
Using SL building/editing tools 55.6% 5
Finding or creating objects 55.6% 5
None (assistance was enough) 22.2% 2
Other 11.1% 1
Total respondents 9
Skipped this question 0


6. Using Second Life for the class added more:

Agree Disagree Total
Enjoyment 100% (8) 0% (0) 8
Technical hassles (lag, etc.) 100% (8) 0% (0) 8
Interaction with your tutor 62% (5) 38% (3) 8
Interaction with classmates 62% (5) 38% (3) 8
Total respondents 8
Skipped this question 1


7. Now your self-assessment: how effective was using Second Life for learning (i.e. do you remember: the history and definition of machinima? the definition of SWOT analysis? ethical issues with movies and games?)

Percent Total
Very little, I almost don't remember what we talked about in class 11.1% 1
Just ok/satisfactory, I can describe the concepts 44.4% 4
Very well, I remember almost all of it 44.4% 4
Total respondents 9
Skipped this question 0



Section 3: Effect of SL



8. What was the most beneficial factor of using Second Life for you?

Percent Total
Meeting people from outside school/country 12.5% 1
Having fun in classes or assignments 37.5% 3
'Learning by doing' 12.5% 1
Creativity freedom (through your avatar or something else) 12.5% 1
None (no real benefit) 12.5% 1
Other (please specify) 12.5% 1
Total respondents 8
Skipped this question 1


9. Please rate the level of interaction and participation inside Second Life as compared to real life lectures for the following people:

Less participative About the same More participative Response average
Yourself 12% (1) 38% (3) 50% (4) 2.38
Other students 0% (0) 25% (2) 75% (6) 2.75
The instructors 12% (1) 38% (3) 50% (4) 2.38
Total respondents 8
Skipped this question 1



2006 Machinima Festival



Here's a short movie about our class taking a trip to the festival in Second Life:



Student machinima movies



For assignment 1, students were required to create a machinima. Here are the links (in no particular order):

Team Machinima
Angela & Fadzuli Hitchhiker's Guide:The Clairvoyant Elevator
Mayching & Gillian Link's "Awakening"
Jing Si & Irddy Bicentennial Man
Tedo, Robin & Eric Terminator 2
Ben & Xavier Nelson and Twombly
Wing Yi & Melvin On your mark


Assignment 2 movies