Assignment 1: A Look At The Validity Of Qualitative Approaches

For this Assignment, you will evaluate the validity of a qualitative research study and examine the role of qualitative research in special education.

To prepare:

· Review a selection of the qualitative studies listed in this module’s Learning and Additional Resources. Examine the findings of the studies to determine the appropriateness for special education.

· Consider how validity threats in the studies you review could be minimized to increase the contributions of qualitative research for special education.

· Select one study from the Learning Resources or the Additional Resources to evaluate its validity.

Develop a 3–4 page paper that includes the following sections:

Note: The Validity of the Findings should refer to the study you selected and The Role of Qualitative Research should address the larger issues concerning qualitative research and special education.

1. The Validity of the Findings

a. How valid is this study? Explain what you believe supports the validity of this study, citing specifically from your selected study.

b. What are the threats to the internal and external validity of the study? Explain what might prevent you from trusting the results and generalizing the findings to other people or situations. Then, explain how you might minimize threats to validity in the study.

2. The Role of Qualitative Research

a. What are the inherent benefits and challenges of qualitative research? Support your response with specific reference to the Learning Resources and outside resources.

b. What role does qualitative research play in supporting the field of special education? Be sure to explain whether qualitative research benefits the field of special education.

Cite specific references to your selected study and at least 3–5 peer-reviewed outside resources.

Note: For this Assignment and all scholarly writing in this course and throughout your program, you will be required to use APA style (6th edition). Please use the Walden Writing Center as a resource as you complete assignments.

Learning Resources

Note: To access this module’s required library resources, please click on the link to the Course Readings List, found in the Course Materials section of your Syllabus.

Required Readings

Rumrill, P. D., Cook, B. G., & Wiley, A. L. (2011). Research in special education: Designs, methods, and applications. Springfield, IL: Charles C. Thomas.

  • Chapter 7, “Qualitative Research Designs” (pp.      153–178)

    Focus onthe major assumptions of qualitative research. Reflect on      ethnography, case study, multisite, phenomenological, and grounded theory      approaches. Look carefully at methodological issues and the role of      qualitative research in studies in special education.

Bettez, S. C. (2015). Navigating the complexity of qualitative research in postmodern contexts: Assemblage, critical reflexivity, and communion as guides. International Journal of Qualitative Studies in Education, 28(8), 932–954.

Focus on the ethical dilemmas that social justice-oriented qualitative researchers may encounter as a result of conflicting multiplicities of difference among researcher(s), participants, and readers.

Trainor, A. A., & Graue, E. (2014). Evaluating rigor in qualitative methodology and research dissemination. Remedial and Special Education, 35(5), 267–274.

Focus on the different elements of rigor required in qualitative methods.

Consult the following readings for work on your course project component during this module:

O’Neill, R. E., McDonnell, J. J., Billingsley, F. F., & Jenson, W. R. (2011). Single case research designs in educational and community settings. Upper Saddle River, NJ: Pearson.

  • Chapter 8, “Changing      Criterion Designs” (pp. 117–136)

    Focus onthe characteristics of changing criterion designs. Review      defining the behavior, setting a goal, and implementation techniques.      Consider variations, such as changing criterion with a multiple baseline.

  • Chapter 9, “Multiple Treatment Designs” (pp.      137–150)

    Focus onthe characteristics of multiple treatment designs. Study      the guidelines for implementing such an approach. Pay particular attention      to design variations.

Additional Resources

Although not required, it is highly recommended that you read all of the Additional Resources.

Note: The resources were selected for the quality of the information and examples that they contain and not the date of publication.

Case Study

Angelides, P., Antoniou, E., & Charalambous, C. (2010). Making sense of inclusion for leadership and schooling: A case study from Cyprus. International Journal of Leadership in Education, 13(3), 319–344.

Retrieved from the Walden Library databases.

Focus on the characteristics of the multiple-probe design. Reflect on the number of behaviors that were evaluated in this study.

Content Analysis

Vostal, B. R., Hughes, C. A., Ruhl, K. L. Benedek-Wood, E., & Dexter, D. D. (2008). A content analysis of learning disabilities research & practice: 1991–2007. Learning Disabilities Research & Practice, 23(4), 184–193.

Retrieved from the Walden Library databases.

Focus on the analysis of the content of learning disability research and practice. Reflect on the designs, participants, strategies, and settings. Pay particular attention to reading, assessment and identification, and inclusion.

Discourse Analysis

Vehmas, S. (2010). Special needs: A philosophical analysis. International Journal of Inclusive Education, 14(1), 87–96.

Retrieved from the Walden Library databases.

Focus on the description of needs, special, and exceptional. Consider the extent to which separating students into ordinary and special is discriminatory. Reflect on improving individuals’ capabilities.

Ethnography

Brown, S. (2009). Learning to read: Learning disabled post-secondary students talk back to special education. International Journal of Qualitative Studies in Education, 22(1), 85–98.

Retrieved from the Walden Library databases.

Focus on the experiences of those previously identified as learning disabled. Recognize the meanings and experiences of students. Read about the work of these students.

Field Study

Dexter, D. D., Hughes, C. A., & Farmer, T. W. (2008). Responsiveness to intervention: A review of field studies and implications for rural special education. Rural Special Education Quarterly, 27(4), 3–9.

Retrieved from the Walden Library databases.

Focus on the summaries of field studies. Study the style to classifying studies. Recognize that findings must be met with reservation.

Narrative Research

Applequist, K. L. (2009). Parent perspectives of special education: Framing of experiences for prospective special educators. Rural Special Education Quarterly, 28(2), 3–16.

Retrieved from the Walden Library databases.

Focus on the use of a narrative approach and semi-structured interviews. Study the descriptions provided by subjects. Read about their concerns.

Hillel, L. R. (2015). Masters of weaving: The complex role of special education teachers. Teachers and Teaching: Theory and Practice, 2(1), 103–126.

Retrieved from the Walden Library databases.

Life History

Madriaga, M., & Goodley, D. (2010). Moving beyond the minimum: Socially just pedagogies and Asperger’s syndrome in UK higher education. International Journal of Inclusive Education, 14(2), 115–131.

Retrieved from the Walden Library databases.

Focus on the design of this longitudinal study. Read about the selection of eight students. Consider the extent to which the analysis expands to identify specific pedagogies.

Phenomenological

Stamp, R., & Loewenthal, D. (2008). Can counseling/psychotherapy be helpful in reducing barriers to learning for the person with specific learning disabilities? Counselling Psychology Quarterly, 21(4), 349–360.

Retrieved from the Walden Library databases.

Focus on the use of an empirical phenomenological research approach. Recognize how the study includes an exploration of understanding. Consider next steps for continued research.

Review the elements of the Coherence Framework in Chapter 5 of the Fullan and Quinn text

  • Review the elements of the Coherence Framework in Chapter 5 of the Fullan and Quinn text. Reflect on how the identified elements support whole system change.
  • Review the example of Cochrane Collegiate Academy from Chapter 4 of the Fullan and Quinn text and consider how they successfully implemented the elements of the Coherence Framework to turn their underperforming school around.
  • Review Fullan’s article “Leadership from the Middle,” reflecting on the organization’s ability to implement change at the local and state level.

By Day 7 of Week 7

Part 4: Coherence

Write a 2- to 3-page paper that addresses each element of the four components from Fullan’s Coherence Framework, including the following:

  • 1. Provide an explanation of a clear and shared focus of direction for the identified program.
  • 2. Describe how you cultivate collaborative cultures that set the pathway to change.
  • 3. Explain how this process will deepen the learning of the staff, as well as positively impact student learning.
  • 4. Describe how ongoing data will be collected and analyzed to further secure accountability,
  • 5.in your final 2 paragraphs, summarize your thought regarding the process of this Project: collecting data, researching evaluation models, collaborating with others to analyze data, creating an action plan based on program needs, and planning for staff buy-in to the program changes.
  • Step Explanation and headlines for APA
  • FOLLOW my project about a transition Program CIRCLES for the student with disabilities post-secondary transition

Please follow the files I downloaded

Pre-Post Interagency Collaboration Survey

Using the scale provided, please indicate the extent to which you currently interact with each agency.

Five Levels of Collaboration and Their Characteristics

 

No interaction (0)

· Not aware of organization

· No interaction that I know of

Networking (1)

· Aware of organization

· Loosely defined roles

· Little communication

· All decisions are made independently

Cooperation (2)

· Provide information to each other

· Somewhat defined roles

· Formal communication

· All decisions are made independently

Coordination (3)

· Share information and resources

· Defined roles

· Frequent communication

· Some shared decision making

Coalition (4)

· Share ideas

· Share resources

· Frequent and prioritized communication

· All members have a vote in decision making

Collaboration (5)

· Members belong to one system

· Frequent communication is characterized by mutual trust

· Consensus is reached on all decisions

 

1) List your community agencies and organizations (examples provided for starting point)

   

My organization

 

Not sure

 

No interaction

1

Networking

2

Cooperating

3

Coordinating

4

Coalition

5

Collaboration

Arc                
Autism Speaks (Autism Society)                
Chamber of Commerce                
Community College                
Community Action Programs                
County Health Department                
Department of Health and Human Services                
Employment Security Office                
Habilitation Agencies                
JobLink

 

               
Transportation agencies                
School District

 

               
School Board

 

               
Social Security Office                
Related Services Agencies                
University Extension Office                
Vocational Rehabilitation  

Clinical Field Experience C And D

Clinical Field Experience C: Pre-Assessment Using Non-Standardized Assessments  

 

The clinical field experience in this course must take place in a K-3 setting.

Allocate at least 5 hours in the field to support this assignment.

Review the benchmark assignment, “Small Group Assessment Plan” in Topic 5, as you will use this field experience to inform Part 1 of that assignment.

In this field experience, continue to observe the class. With your mentor teacher, select a small diverse group of 4-6 students (include at least one student with exceptionalities) and determine an academic area in which to assess them.

Select a technology-based assessment to use with these students. Your assessment should be a developmentally appropriate and engaging activity or game that will quickly assess the students’ present levels in the selected area. It may be professionally produced, self-created, or pre-created by your mentor teacher. Implement the assessment to establish the students’ current levels of performance in the academic area you chose to assess.

For your technological device, you may choose to use an interactive white board, tablet, computer, augmentative communication device, or any other form of technology found in your classroom for this assignment. You are also encouraged to differentiate the assessment to meet individual student needs, as applicable for the students in the group.

In 250-500 words, summarize your developmentally appropriate and engaging technology-based assessment choices and rationalize how your choices meet the needs of students in your small group. Be sure to explain how you will use your findings in your future professional practice.

If technology is not available, create an alternative pre-assessment to implement. In addition, identify and rationalize technology that could be an appropriate support for the students identified as well as the school or district representative that supports technology to obtain tech support to meet specific student needs in the classroom.

Prepare this assignment according to the guidelines found in the APA Style Guide, located in the Student Success Center. An abstract is not required.

This assignment uses a rubric. Review the rubric prior to beginning the assignment to become familiar with the expectations for successful completion.

You are required to submit this assignment to LopesWrite.

 

 

 

 

 

 

 

Clinical Field Experience D: Design and Deliver a Lesson

 

 

The clinical field experience in this course must take place in a K-3 setting.

Allocate at least 5 hours in the field to support this clinical field experience.

Use this field experience to inform Part 2 of the benchmark assignment.

In this field experience, continue to observe the class, in particular the small group you identified in the previous topic. Using the “COE Lesson Plan Template” and the information you gained from your pre-assessment from Part 1 of your benchmark, create and deliver a lesson for the group that will support the students’ growth in the selected developmental or academic areas. After you have facilitated the lesson, use the same technology-based assessment you used to pre-assess as a post-assessment to evaluate the small group’s progress.

Write a 250-500 word reflection on your experience that includes modifications you would make to your lesson, assessment, and/or assessment procedures in the future. Be sure to explain how you will use your findings in your future professional practice.

Submit your small group lesson and reflection as one deliverable.

Prepare this assignment according to the guidelines found in the APA Style Guide, located in the Student Success Center. An abstract is not required.

This assignment uses a rubric. Review the rubric prior to beginning the assignment to become familiar with the expectations for successful completion.

You are required to submit this assignment to LopesWrite.

Document the hours and locations that you spend in the field on your Clinical Field Experience Verification Form.

Analysis Of Imagery: Evaluating An Artifact

Humans  are art making creatures. From the evocative hunting depictions of our  ancient ancestors to modern dance, humans have reacted to their  environment by painting, singing, dancing, writing, and recording the  things they encounter. In this week’s assignment, you will be asked to  select an artifact to analyze. Make sure that you choose something that  really resonates with you, but also make sure that you would not mind  sharing it with the members of the class. Understand that this is an  academic workspace, and select an image, poem, or song that you would be  comfortable sending to the entire class. You are free to select any  object that is shareable electronically with your classmates.

 

Evaluating a work of art requires some distance  from the piece. You will be asked to analyze the artifact that you  select and to describe why the piece was selected. Please choose  something that you would not mind others critiquing. For example, if you  select a painting that your sister painted, you might not want to have  someone write that they didn’t like the subject or style. Make sure that  you are comfortable with the piece being viewed and analyzed by other  members of the class.

In this Assignment you  will identify and analyze an artifact of your choice. The resources used  in the Week 2 Notes and Readings are just a few of the options for  types of media you might select as meaningful to you.

To prepare for the Assignment:

  • Read the Reading Images and Texts document in this week’s Learning Resources.
  • Select an artifact, something that is important to you or resonates  with you in some way. Make certain you have a way to share the artifact  electronically. You can save the website/link to the artifact if you  found it online or take a photo or scan the artifact.
  • Use the Artifact Analysis Worksheet to evaluate your artifact.
  • Use the Academic Writing Expectations (AWE) Checklist to guide your  writing for each question on the worksheet. Even when you are filling  in a worksheet, you should be considering the AWE guidelines.

Assignment Directions:

By Day 5

Submit the Artifact Analysis Worksheet.

As adult learners, you are likely to be employed, and many of you also have families. Attending college is not a decision that you made in complete isolation. Your choice will impact many parts of your life, and as adults, reflecting on how you will reprioritize can be a painful topic. How will you make room, in an already busy life, for your new role as a student?

 

Learning is an emotional process if you are doing it right. Reading about the sometimes painful, often inspirational lives and thoughts of other humans will stretch your mind and your heart. When you are really learning in the Humanities, you find yourself wanting to talk about your class to other people in your life. For adults gaining an authentic education, it can sometimes stretch you in directions you do not like. Sometimes, the ideas you are exposed to in your classroom might cause you to make real time decisions in your life. Finding a space where you can learn with the fewest distractions possible is important.

 

You must be proactive and thoughtful in limiting distractions and managing your time. Where you work, and how you define your time can help. Keep in mind that you might be in your classroom while working, at the library, or for some of you, on a mobile device. Even if your space is just the right side of the couch with a laptop perched on the end, turn off your TV, and make sure that you are fully focused on the task at hand.

 

This week you will consider your personal work space, your “seat” in your Walden courses. You will consider the possible distractions in your work space and assess your time management needs. With a focus on your educational goals, you will switch into “academic mode” where writing style and academic requirements might differ from what you do at work or in other parts of your life. Walden’s Writing Center uses a variety of technology supports can provide guidance, review, and feedback as you begin your journey as a Walden student. The Week 2 Notes and Readings will provide insights into the technology’s “dark side” that you might not have considered in the past.

Learning Objectives

Students will:

 

Compare and contrast how humans manage time and space in virtual and non-virtual contexts

Identify how to apply time management techniques in virtual context

Systematically evaluate how humans use images to create virtual presence

Plan to acquire the supports needed for your success

Apply academic/professional writing skills

 

 

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Alternate Universe; Second Life is emerging as a powerful new medium for social interactions of all sorts, from romance to making money. It may be the internet’s next big thing

Citation metadata

Authors: Jessica Bennett and Malcolm Beith

Date: July 30, 2007

From: Newsweek International

Publisher: Newsweek LLC

Document Type: Article

Length: 2,763 words

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Byline: Jessica Bennett and Malcolm Beith

 

It’s 1 a.m., and the “Dublin” nightclub is packed. Women in trendy ball gowns and men in miniskirts dance to Bon Jovi. Simon Stevens spins his wheelchair across the room, then leaps up and starts dancing, a move he can execute only here in Second Life, a 3-D virtual world that Stevens roams on his PC screen, using an avatar–a graphic rendering of himself, liberated from his cerebral palsy. “I flourish in Second Life,” says the 33-year-old, who heads a disability-consulting firm called Enable Enterprises, out of his home in England. “It’s no game–it’s a serious tool.”

 

Rhonda Lillie and Paul Hawkins live thousands of miles apart–she in California, he in Wales–and until this week, had never met face to face. But they’ve been dating for more than two years–in Second Life. The detachment of meeting through their avatars allowed them to open up to one another in a way they might never have done in the real world. “We felt like we could go in and really be ourselves,” Lillie says.

 

Anshe Chung is a virtual land baroness with a real-life fortune. The woman behind the Anshe avatar is Ailin Graef, a former language teacher living near Frankfurt, Germany. Three years ago she started buying and developing virtual land in Second Life to see whether its virtual economy could sustain a real life. Turns out it can: Chung became Second Life’s first millionaire in 2006. Her business, Anshe Chung Studios, with a staff of 60, buys virtual property and builds homes or other structures that it rents or sells to other denizens of Second Life.

 

When San Francisco software developer Philip Rosedale dreamed up the idea for Second Life in 1998, he never imagined that it might have such an impact on the world at large. Just as Google sexed up the way we search, and Instant Messaging altered the way we interact, Second Life is fast becoming the next red-hot tool on the Internet.

 

The numbers tell the story. Rosedale launched Second Life in 2001, but it got off to a slow start, reaching only 1.5 million registered users in 2006. In the past year, membership has soared to more than 8 million users–2 million having signed on in the last two months alone. This hypergrowth, driven mainly by word of mouth, is now attracting competitors. South Korea’s Cyworld started out as a social-networking site, but has evolved into a two-dimensional equivalent of Second Life, claiming 20 million registered users from Asia to Latin America. Richard Branson’s Virgin recently announced plans to create its own 3-D community called A World of My Own. By 2011, four of every five people who use the Internet will actively participate in Second Life or some similar medium, according to Gartner Research, which recently did a study looking at the investment potential of virtual worlds. If Gartner is to be believed (and it is one of the most respected research firms in the field) this means 1.6 billion–out of a total 2 billion Internet users–will have found new lives online.

 

The power of Second Life lies in its utility for the gamut of human activities. It’s a potent medium for socializing–it provides people with a way to express, explore and experiment with identity, vent their frustrations, reveal alter egos. The likes of MySpace and Facebook have already created online communities, but they lack the three-dimensional potential for interaction that Second Life provides. The people who are coming to this online universe aren’t just socializing, however. They’re also doing business, collaborating on research, teaching courses, dating and even having sex. More than 45 multinational companies, including the likes of American Apparel, IBM, General Motors and Dell are beginning to use the medium for customer service, sales and marketing. Many people are coupling the Second Life chat technology with Skype, the popular audio Internet software, so they can talk out loud while interacting inside the virtual world. Or they use live streaming video to talk and see each other in real life (sitting in front of a computer screen), as well as through their avatars inside Second Life. “The unique thing about Second Life is that it’s immersive,” says Michael Rowe, head of IBM’s digital convergence team. “There’s a huge opportunity here, just as in the early days of the Internet.”

 

The medium sucks people in. A recent Dutch study found that 57 percent of Second Lifers spend more than 18 hours a week there, and 33 percent spend more than 30 hours a week. On a typical day, customers spend $1 million buying virtual clothes, cars, houses and other goods for their avatars, and total sales within this virtual economy are now growing at an annual rate of 10 percent. As a result, the money flowing through Second Life has attracted the attention of the U.S. tax authorities, who are currently investigating profits made in online businesses. And as it has evolved, those with ill intentions have apparently discovered Second Life, too. FBI agents are investigating possible gambling operations, and the German TV news program “Report Mainz” recently revealed allegations of child abuse in the virtual world. (Adults were purportedly using their avatars to have sex with the avatars of minors; they were expelled.)

 

Back in 1998, Rosedale simply hoped to create a vivid three-dimensional landscape in which graphic designers could create likenesses of their real-world ambitions–houses, cars, forests, anything one might find in a virtual game like EverQuest or World of Warcraft. Except Rosedale’s creation wouldn’t be a game: Second Life had no rules, no levels, no dragons to slay. It was open-ended, a digital landscape without regulations (much like the Internet in its early days). It was created on software that operates across multiple servers–a grid system that could easily grow to accommodate a large, far-flung community. A user in Germany could easily partner with a peer in Mexico to form their own mini-community inside Second Life, based on common interests–architectural designs, whatever. “It’s basically Tom Friedman’s flat world,” says Philip Evans, an economist at Boston Consulting Group who studies the industry. “It’s the globalization of the virtual world.”

 

At first, it was a world with no rules. Rosedale’s company, Linden Lab, oversaw the allotments of server space, which translates into virtual real estate, but imposed no controls over what went on inside the Garden of Eden it had created. A user’s representation in Second Life–his avatar–would be bound by no social constraints. And anything could be built, as long as you could write good enough code. The first pioneers–graphic designers, for the most part–simply set up display spaces for their technological projects. Then small communities with common ideas and visions–much like an artistic community, say, in the real world–sprang up. Since then, cities have grown, with urban amenities from stores to clubs. Upon arrival, users are given the PC commands that enable them to move around (walk, run, fly), dress their avatar and communicate with others.

 

Newcomers agree to a list of several do’s and don’ts, but within the communities they form, residents can impose their own codes of conduct. That laissez-faire attitude seems unsustainable–as Second Life expands, eventually Linden Lab will have to figure out a way to deal with the darker elements. In one of the first troublesome incidents, residents reported last year that “gangs” were forcing avatars out of public spaces. Rosedale declined to intervene, saying his hope was that residents would organize to police their own communities. They are currently doing so successfully, with rare exceptions like the recent alleged child-abuse incident.

 

For the moment, the social freedom is one of Second Life’s big draws. One can teleport to a nightclub like Dublin, find a pristine beach on which to relax or start looking for business opportunities right away. Crowded urban streets are lined with clothing stores, car lots, supermarkets and nightclubs. Real estate is the hot moneymaking market, with “islands”– private invitation-only plots of Second Life land–selling for as much as $1,650.

 

Real-world entrepreneurs and businesses sense the opportunity. With its large, densely settled population, which allows for division of labor, and citizens universally armed with ownership rights and the tools to produce just about anything, Second Life is in some ways the ideal free market. Consider 40-year-old Peter Lokke. Toiling away as a department manager at a Pathmark supermarket, the New York native had dreamed of opening his own design business, but “never pushed myself to get into it professionally.” Two and a half years ago, a friend urged him to chase his goals in Second Life. So Lokke paid $230 to Linden Lab to buy a 375-square-meter plot of Second Life land, and opened up his own clothing shop.

 

Today his avatar–a woman, incidentally–earns nearly $300 a day selling clothing he designs for users to drag and drop onto their avatars–twice what Lokke earned at the supermarket. As for the clothes, he can make “infinite copies of anything.” Once he’s designed a T shirt, he can make millions of replicas at no additional cost. “My supply is limitless,” he says. “There’s no bottom line. The costs are only what I pay Linden Lab.”

 

Linden Lab’s “no control” policy allows for any income made inside Second Life (the virtual world’s currency is the Linden dollar) to be cashed out through the company into U.S. dollars–even deposited directly into your checking account (at an exchange that has remained fairly stable at about 270 Linden dollars per U.S. dollar). A product created in Second Life can also be sold outside it–on eBay, for example, a private island was recently listed for $1,395.

 

And unlike, say, Sony, which owns the rights to anything created in EverQuest, Linden Lab has relinquished all intellectual-property rights to creations in its world, spurring entrepreneurship. Roughly 90 percent of Second Life’s content is created by the users themselves–Linden Lab built the basic architecture, like “Orientation Island,” where users first create their avatar and learn about Second Life. Indeed, the barriers to entry and to commerce are so low, it is hard to imagine a more ideal business environment for entrepreneurs, which may prove to be the biggest driver of Second Life’s growth. Lokke is so hooked, he says, “I’d rather panhandle on the street than leave Second Life.”

 

A kind of alternate global economy is emerging in Second Life. Linden Lab keeps information on transactions within the virtual world to itself, but economists who study it closely forecast that by the end of the year users will have spent 125 billion Linden dollars in Second Life (about $460 million). About 5 billion Linden dollars were changed (through the official currency exchange, the LindeX) into $19 million in 2006. So far this year, they’ve converted $37 million, much of it earned in virtual-world transactions.

 

The multinational companies are using Second Life in a different way: some are holding staff meetings where avatars representing employees can discuss ideas via instant message, e-mail or Skype, in a souped-up virtual office. Others are using it to connect to customers. For instance, IBM is working with clients like Sears and Circuit City to enhance the shopping experience: adviser avatars can walk customers through models of, say, televisions, and actually show them how the product might fit in the living room. The 3-D, real-time experience also allows multiple customers, who might not be together in the real world, to communicate while shopping. A husband and wife on separate business trips can pick out a new couch “together,” discussing the dimensions, color and material in real time. “Second Life allows you to strike up a natural conversation that you can’t do on a two-dimensional Web site,” says IBM’s Rowe.

 

With face-to-face interaction on the decline in offices–where it’s easier to e-mail or videoconference than schedule a live meeting–and companies increasingly use the Web for everything from distribution to customer service, a virtual world offers the potential to form relationships that are far more personal than online forms or e-mail. Nissan, for instance, lets customers talk to salespeople and even “test-drive” its new Sentra on a virtual driving track in Second Life. The Dutch bank ABN AMRO has financial advisers available as avatars.

 

That communication potential also makes Second Life attractive as an educational and research tool. Architecture professor Terry Beaubois began teaching a Montana State University course in Second Life two years ago, remotely from his California home. Now at MSU full time, he meets with classes each week out of “University Island,” a mock campus that his students designed and built, with classrooms, workshops and an oceanside gallery where they display their work. Rather than using paper sketches and cardboard models, they build interactive replicas of real buildings and neighborhood-development projects, adhering to proper structure, gravity and physics. The texture of these structures, though certainly animated, is detailed to the point where even a reporter can find herself lost in the arches and hallways of a virtual workshop.

 

The idea has caught on. Although Beaubois’s colleagues questioned his decision to teach through what they called a “computer game,” he’s now head of MSU’s Creative Research Lab and has the backing of the university’s president (who has an avatar of his own). And more than 250 universities, including Harvard and MIT, now operate distance-learning programs in Second Life. Students meet in virtual classrooms to discuss history and political science. Teachers give virtual presentations, and lead virtual field trips. Guest lecturers visit from all over the world.