Second Life is one of many virtual world products on the web that allows a user to assume an avatar persona and socially interact with other people in a virtual world. On October 24th, 2009, 9:40 am eastern standard time, there were 52 thousand people logged into Second Life. In the past 60 days 1,222,789 people logged into Second Life. In addition to Second Life there are currently 150 virtual worlds online today and by 2012 that is expected to grow to 900. (Mitham, 2009)
The purpose of this study is to investigate the nature of this new phenomena in terms of learning in these environments. These environments are live social environments and as a result learning theories including social learning (Bandura, 1977), and situated learning (Lave & Wenger, 1991) could apply to these environments but there is very little research in this field to confirm that social learning is occurring and more importantly if newly learned behaviors are transferred to the external world. Bandura (1977) discovered in his experiments then when a child watched a video of someone hitting a punching bag in anger that they would imitate the behavior. However in virtual 3D worlds you are not only watching the behaviors of others but you are watching a projection of yourself in the third person. It is like watching yourself in a dream and having control over what is happening in your dream.
Virtual worlds are now being introduced into the workplace for the purpose of supporting organizational learning goals. If organizations jump into these unchartered waters too quickly the technology could be quickly rejected by learners in large global and highly diverse organizations.
How can we categorize the learning if any, that is occurring when people engage in activities in an online virtual environment? Can we observe the application of theories in social learning, specifically situated learning theory (Lave & Wenger, 1991) in online virtual learning activities and are the behaviors demonstrated online, transferred to the real world or do they remain in the virtual environment? If the behaviors remain in the virtual environment then the technology has very little value supporting organizational learning goals which seeks to change behavior in their employees. In fact, this study could discover that learning in these environments could negatively impact behaviors in the workplace.
References
Bandura, Albert. (1977) Social Learning Theory. Englewood Cliffs: Prentice-Hall. Print.
Lave, J. , & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press
Mitham, N. (2009, September 16). Laying out the foundations of Lifelogging. Retrieved October 24, 2009, from http://www.kzero.co.uk/blog/?s=Number+of+Virtual+Worlds