When we first learned how to use SecondLife, I must say, I was a little apprehensive to even touch the damn thing the next week. Maybe it was because of the speedy start off lesson that resulted in minds spinning all around the classroom, or the fact that we were holding a syllabus that seemed to be a duplicated novel of the hobit in weight, or the fact that the last time I even attempted to play a video gaming “system” was about 7-8 years ago. However, after trial and error of building random objects within the world, I felt more and more at ease when attempting to build something. From there I found myself acting as some kind of “Virtual Interior Decorator”, and spending countless hours designing a room, that theoretically had nothing to do with the project, but made the world so much more aesthetically pleasing.

I feel that this kind of virtual simulation could go far in a classroom setting, mostly because once the framwork has been laid on how to use the game, the creation is all in the mind of the user. He or she can augment the world to their liking, and a teach can find out different ways to challenge the student. The virutal world provides a type of “experience” that the student can see without feeling. An by creating a experience for the student to learn in, learning transfer can ultimately happen, and not only happen, but broaden that student’s field of vision.

This type of virtual environment can recreate a student’s creativity, one of which may have been beaten down from an early age. Instead of limiting the way in which students think, we should be strengthening what they can do best, and propelling them forward to express themselves uniquely through this type of virtual world software.