10 reasons not to use Second Life in learning
Nice list from Clark Aldrich on why Second Life is not all it's cracked up to be in learning:
- Support for a good scripted story.
- Support for After action reviews (AARs)
- Heads up display (HUD) to support specific learning goals, as opposed to navigation.
- Interfaces that map to real world actions (see directing people in an educational sim: a case study in balancing "open-ended" with helpful )
- Dynamic AI Characters, with which participants can repeatedly try new behavior to see how they react, and any form of interesting computer controlled, scriptable units for a player to influence.
- The modeling of functional Work Processes
- Levels, tasks, and milestones.
- Dynamic systems, with interacting primary variables and secondary variables tied to Actions.
- Supporting mentor/supervisor/guides.
- Any direct support of Big Skills or Middle Skill (in a way that is richer than real life).