Events on Tuesday at NECC included an advocacy march to Capitol Hill in support of continued funding for educational technology. However, my primary focus on Tuesday was Second Life, a multi-user virtual environment (MUVE) that I believe offers a glimpse at the future of professional development and perhaps online learning in general.Second Life (SL), created and managed by Linden Labs, offers a free basic subscription. To begin, a user must register and create an avatar, a 3D character that will represent that user while "inworld," or inside Second Life. In this way, Second Life is similar to other MUVEs used for gaming. One example would be the popular World of Warcraft, in which players assume a role in order to participate in the game.
Creation of an avatar is a serious event . . . okay, well, maybe not. Users are allowed to select a first name and then choose from a list of last names provided by the application. Then, users go through the process of creating the visual representation that will meet other avatars in Second Life. Many, like me, choose an avatar that closely resembles their real-life (RL) appearance, but others (with, perhaps, more creativity?) take on fabulous shapes and characteristics. This means that my avatar (Sue Delvalle) might sit down to a serious discussion about technology literacy with a dragon or a cat!
Once the avatar is created, users begin the somewhat complicated process of learning to navigate inside Second Life. The world is organized into islands, real estate that must actually be purchased with RL dollars (translated into Linden dollars, the currency in Second Life). ISTE, the sponsor of this conference, has created ISTE Island, a safe haven that can be a first stop for newbies (new users). ISTE provides docents to assist in mastering basic commands, including how to find professional development opportunities inworld.
Of course, just as in RL, there are places that an avatar probably shouldn't venture. SL is an adult world, and there is a strictly-controlled Teen World for younger participants. However, many universities are utilizing SL for the delivery of classes. In fact, the University of Alabama has commissioned a SL architect to recreate its campus on its island. Student avatars enter mock-ups of the same buildings they would enter on campus, and they can participate in activities, lectures, and discussions from any physical location.
So, are you wondering why I'm interested? Here's the hook: Traditional online professional development is largely text-based. Yes, we can have asynchronous conversations in Blackboard's Discussion Boards in text, and we can have synchronous conversations in text or voice in Blackboard's Virtual Classrooms, but it's still limited. We can't SEE each other.
Second Life feels like a real classroom, providing the human element (for lack of a better term!) that is missing in other learning management systems. I can offer or attend a presentation, have a discussion about it, talk privately with some group members. I can take a virtual field trip to NASA or "feel" what it's like to be buffeted by a hurricane. I can fly.



