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Using SL and Linden Lab as Case Studies to Problematize the Social Impact of New Technologies. DR. BO BRINKMAN MIAMI UNIVERSITY COMP. SCIENCE. Key goal. General: Teach students to think critically about technology Specific: Predict impacts of new technology. Key challenges.
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Using SL and Linden Lab as Case Studies to Problematize the Social Impact of New Technologies DR. BO BRINKMAN MIAMI UNIVERSITY COMP. SCIENCE
Key goal • General: Teach students to think critically about technology • Specific: Predict impacts of new technology
Key challenges • Computers/web are normal • Gut/naïve reactions feel trustworthy • Result: Myth formation, critical thinking short-circuits
Key measures of success • Students should … • …realize that gut reactions are often wrong • …realize that myths tend to form around new technologies • …be willing to critically analyze own assumptions about technology • The “Ah-ha! Moment” – “I don’t know as much as I thought I did …”
Previous approach: Historical precedent • Question: Can “video games” be art (or literature)? • Legal implication: Art often exempt from obscenity laws. • Student opinion: Games are just games … I wouldn’t go to a museum to see a game!
Historical precedent approach • Works okay, but… • …studying SL seems to work better.
My approach: Study Second Life • Students… • …try SL • …exposed to common perceptions/myths of SL • …with help of instructor • Deconstruct myths • Foster cognitive dissonance • Problematize unacknowledged contexts • …transfer analytical skills to another tech or context
Main contribution • Not new: • Using cognitive dissonance to encourage critical thinking • New in this talk: • Using SL gets to the “A-ha! moment” very quickly • Using SL works for a larger percentage of the class
Talk/Paper contents • Talk: High level view • Terms • Why SL? • Transfer • Example discussion • The pedagogical patterns • Paper • Formal pedagogical patterns • Many more example topics
Myth • In my usage • Do NOT care about truth/falsity • DO care about quality of arguments for/against • Many common myths about technology are assumed to be self-evident • Def: Widely held belief that is unproven
Cognitive dissonance • Def: Person holds two conflicting beliefs • Use: Motivates critical thought (if properly managed!) • Application: • Student reactions to SL – 1st belief • Contrary information introduced by instructor (or peer) – 2nd belief • Rejection rare: Low stakes due to SL context
Problematize • Def: Challenge belief if dependant on unacknowledged context • Use: Challenge student feelings of comfort with technology • Example: My friends know I am a responsible person, so posting drunken party pictures on Facebook won’t negatively impact me • Key error: Context assumes only friends will see it
Why SL? • Tech analyzed must be… • …mostly unfamiliar to students. • …well understood by instructor. • …relatively immature (as a technology). • Learning to address cognitive dissonance… • …is easier when stakes are lower • …can be transferred to other contexts later
Transfer • Critical thinking skills learned in SL must be pulled up/across to other contexts • Else, no useful learning
Context: My class • Title: Social and Ethical Implications of Technology • Audience: Sophomores/Juniors of any major • Viewpoint: Technology inherent in the definitions of “human” and “social” • Relevant course objective: • The student should be able to analyze and predict the effects of a new technology on jobs, class structures, globalization, or other social concerns.
Pattern 1: Blog-drama == common (mis)conceptions • Problem: Need a topic • Audience: Instructor or advanced student • Solution: • Track discussions relevant to your field in blogs, forums • Look for drama • Example proposition: In Second Life you can be whatever you want.
Pattern 2: Reflective writing • Widely used, enough said • Example: Critique or defend the proposition.
Pattern 3: S(L)afe cognitive dissonance • Problem: Students must learn constructive ways to cope with dissonance. Denial is common with familiar technology topics. • Solution: Induce dissonance with a topic that is… • …likely to be poorly understood • …unlikely to have high emotional investment
Step 1: Introduce a proposition, get student predictions • Student predictions: In Second Life, you can be whatever you want. Choose your own: • Race, gender, level of attractiveness, height, weight • Designer clothes, fancy house • Character’s personality, back story, etc
Step 2: Introduce dissonant beliefs • Have best “clothes” • Look any age • Judged purely on ideas • Be attractive (female) • It is not real • Meetings in jammies • Daryth’s dragons • Kid avie controversy • Avie birth-date matters • Hit on all the time • People really get upset • How should avie look/act? Unacknowledged context: Assumes that there is no social pressure or external control in SL
Step 3: Critical writing • Thesis-driven paper, usually with research • Example topics: • What was the origin of anti-weapon and/or anti-particle policies in SL? What does this tell us about how new technologies create new cultural norms? • Should crimes motivated by hate of an SL characteristic be deemed “hate crimes?” • What types of avatars should be banned, and why? • Interview 5 long-time residents. How do they use their avatar to communicate their (self-)identity to others?
Pattern 4: Back to RL • Problem: Students do not always realize a skill learned in one context (SL) applies in other contexts (other techs, and non-tech life) • Solution: Instructor (or peer) constructs parallel/linked question about RL
Example: Moving dissonance into RL • How does email style affect your perceptions of the sender? • Collect 20 emails • Annotate with your assumptions about the sender • Write thesis-driven analysis • Most people act differently around “real friends” than they do around “co-workers.” Facebook presents the same profile to everyone you friend. • Is extensive use of Facebook compatible with professionalism?
Outcomes assessment • Problematizing student perceptions was even easier than expected – Plenty of room for misperceptions/assumptions about SL • Course assessment (not unit assessment): 83% indicated improvement in ability to think critically about impacts of technology • Unit assessment: Almost unanimous agreement by students that they experienced cognitive dissonance (or “were surprised”)
Other lessons learned • Video gaming experience “uncorrelated” with student success • Humanities coursework “correlated” with student success • Explicitly demonstrating transfer to another context is crucial • No surprise: Need multiple SL-related activities … otherwise, time to learn SL is too high
Final thought • From naïve gut reaction to transfer of learning in four class periods (~1.5 weeks)