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Art Treasure Quests in Second Life
Art Treasure Quests in Second Life
Second Life:
A Multi-Literacy Adventure
MARY STOKROCKI
s part of the new media literacy, students explore the offerings of Second Life (SL),
a virtual world, as a series of quests. Multi-literacy involves communication. Through
their avatars, students search in teams for art treasures. They act as participant observers
recordinggesturesandchat, photographing their quest events, interviewing SL artists, and
analyzing these documents in search for meaningful patterns. Students used Blackboard,
SL Chats and IM (instant message), and Web 2.0 tools (Survey Monkey, Flickr, and blogs) to
facilitate interaction. Discovered treasures ranged from traditional to functional, political
art forms that they could use in teaching, role-playing, and creating artworks.
Besides navigational and procedural
learning, students expanded their perceptual experiences of art treasures threedimensionally, using close-up views and
from various angles which included the
artwork's cultural environment and purpose.
Teammates offered additional process and
historical information and together they
researched additional meanings (politically
and economically). Critically, my students
and I raised such value judgments such as
superstition, authenticity, stereotype and
respect for cultural beliefs. Implications
for Second Life teaching in K-12 schools
and building online community groups
both informally and formally are offered.
37
If art teachers cannot yet bring their classes into SU they can exhibit students'
works on SL and/or on other websites, and print Screenshots of the event.
Prensky (2001) earlier validated gaming
as a form of inductive discovery learning,
"Games generation workers rarely even
think of reading a manual. They'll just
play with the software, hitting every key
if necessary, until they figure it out" (p.
59). Similarly, virtual worlds such as
Second Life invite this type of learning.
As a student in an education colleague's SL
class, I participated with two other classmates (undergraduates) in a series of quests
that they reported to be both informative and
fun (Guzzetti & Stokrocki, 2013). Together
we learned SL digital skills such as using the
camera tool to view a section of the Sistine
Chapel ceiling from varying perspectives and
points of view. We articulated educational
uses, including a simulation of what it feels
like to be inside an atom, and developed
critical problem-solving questions for determining fraudulent painting claims. Lastly,
we identified ways to address obstacles
like staging an artwork as a 3-D installation with fore-, middle-, and background.
Within a 6-week summer class, as part
of the new media literacy, my students
explore the offerings of SL as a series of
quests. Through their avatars, students
search in teams for art treasures. They act
as participant observers recording gestures
and chat, photographing their quest events,
interviewing SL artists, and analyzing
these documents in search for meaningful
patterns. Students used Blackboard, SL
Chats and IMs, and Web 2.0 tools (Survey
Monkey, Flickr, and blogs) to facilitate
interaction. Discovered treasures ranged
from traditional to functional and political
art forms that they could use in teaching,
role-playing, and creating artworks.
38
39
40
What Multi-Literacy
Communication Skills Did
Students Develop?
Students used different SL and V^eb 2.0
tools. They typed and read the SL Chat
logs that scrolled down their screens,
including creative letter formations such
as a coyote icon. Students' avatars also
exchanged gestures, jumping for joy or
laughing. The Flickr log revealed four
pages of documented photos with captions
and the blog site noted all of their entries.
Students used Survey Monkey for pre and
post questionnaires and four students
met in real life either because they craved
technical assurance or they would assist in
teaching. In addition, IMs popped up as
the Chat was rolling down the screen. Such
simultaneous communication demanded
ambidextrous and multisensory thinking.
Besides navigational (getting around
SL) and procedural (tool usage) learning
(Prensky, 2001), students expanded their
perceptual experiences of art treasures threedimensionally (close-up views of details
and from different angles) and contextually, which included the artworks cultural
environment and purpose (Anderson &
Milbrandt, 2005). From attached notecards
obtained by clicking on works, they learned
information about the artist, date of the
work, and process. Teammates added additional information both process-oriented and
historical (knowledge of Southwest dyes).
Due to the WebQuest challenge, students
for example later researched additional
historical and political meanings of the
artworks and discovered the economic
trade value of the cochineal color (www.
colormatters.com/factoid_2001_2.html).
As in real life, students learned about the
legal limitations. They learned that even on
SL, avatars couldn't perforrn certain culturally sensitive performances related to some
anthropological works. Students discovered
that they couldn't add attachments to sites (as
in real life) without permission (copyright
and image appropriation). One student later
designed her own quest for students to find
Figure 4. Sig, dressed as an alien creature avatar, responded to the Mona Lisa Installation
at the Art Caf. Note that he accumulated parts of his avatar costume from nearby places.
(SLURL is http://maps.secondlife.com/secondlife/Art%20Cafe/185/206/29)
Romare Bearden's artwork in Virtual Harlem,
and when she couldn't find it and attach it
to one of the brick walls in SL, she placed
the artwork on the walls of her own online
screen shot in her PowerPoint presentation.
In summary, my students and I raised such
value judgments as superstition, authenticity,
stereotype, and respect for cultural beliefs.
Students were disappointed to learn
that they couldn't use SL in their classes.
For several years, SL offered a stand-alone
experimental platform called Teen Second
Life. Due to increased costs. Linden
Labs shut it down and the owners of SL
are renegotiating with parents, educators, and others about how to allow teens
(16-17 years old) to enter SL at a "general"
frequency setting to limit their exposure to
mature problems (griefing, cyber bullies,
and predators). Educators have pleaded
for a family-centered experience (Fears,
2010) as well. The NonProfit Island recently
allowed 16-17-year olds to intern there.
If art teachers cannot yet bring their
classes into SL, they can exhibit students'
works on SL and/or on other websites,
and print Screenshots of the event. Avatar
McWhinnie (2011) hosted and mounted an
anime exhibit of teens from the Kensington
Culinary Art High School in Philadelphia.
This case study (Crooks, 2011) began with a
tour of the exhibition area and the students'
anime works, followed by an introduction of
her mentor, June Julian, interviewing art club
41
Conclusion
These exploits provided more WebQuest
venues for exploring art treasures in SL
and discussing their educational implications. Students achieved a maturity level 2:
expansion of existing learning structures
(Kapp, 2007) by engaging in these treasure
REFERENCES
Anderson, T., & Milbrandt, M. (2005).
Art for life: Authentic instruction in art.
New York, NY: McGraw-Hill.
Bjork, S., Falk, I., Hansson, R., & Ljungstrand, P.
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CBN News. (2010, April). Noah's Ark Found
on Mount Ararat in Turkey. Retrieved
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GM5g86g8ifeature-watch_response
Choi, D., 8f Kim, J. (2004, February). Why people
continue to play online games: In search of critical
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Retrieved from www.liebertonline.com/toc/cpb/?/!
Crooks, I. G. (2011). Teaching art to the net generation:
A virtual world center for exploring learning
preferences (UnpubUshed master's thesis). The
University of the Arts, Philadelphia, Pennsylvania.
Delacruz, E. (2009). Art education aims:
Moving toward global civil society.
Art Education, 62(5), 13-18.
Dragojlov, V. (2008, June 23). Principles
of interactivity. Lecture at University of
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ENDNOTES
1 http://maps.secondlife.com/secondlife/
Plush%20Nonprofit%20Commons/92/221/28
2 See the Youtube video of this interview at
www.youtube.com/watch ?v=mRUngKqdHiQ
3 Mary Stokrocki is currently exploring the
VIEW OpenSim with middle-school children
with Christine Liao, Karen Keifer-Boyd,
and Hsiao-Cheng [Sandrine] Han, who
developed the VIEW at The University of
British Columbia's sponsored OpenSim.
AUTHOR NOTE
An earher version of my paper (from the
2010 InSEA Conference) was pubhshed:
Gaul, Emil, Krpti, Andrea, Pataky, Gabriella,
nis, & Anik (Eds.) (2013). A mvszetoktats
terei. Tanulmnyok a vizualis neveUs nemzetkzi
szakirodalmbl. (Spaces of art education. A
collection of international studies.) Budapest,
Hungary: Nemzedekek Tudasa Tankonyvkiad.
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