This paper describes building a platform in Second Life for teaching illiterate adults. It starts with a review of the literature on adult illiteracy and different learning theories, most notably Gardner’s theory of multiple intelligences. The authors argue that 3D environments such as Second Life offer advantages.
The platform includes facilities for maintaining information on users, such as background and performance, and using the information to modify learning scenarios. Three scenarios have been designed. In the basic linguistic scenario, the players move their avatars near objects (called metaphors)--for example, an apple with the text “A.” Audio is played of “A” and “apple.” The player then clicks on the object using the mouse. The basic numeracy scenario was not described. The games scenario performs evaluation: the player enters a room, hears letter sounds, and then clicks on the corresponding metaphors.
The benefits of the 3D environment are not apparent. After all, reading is a 2D experience, and, in terms of Gardner’s multiple intelligences, linguistic intelligence is the one that matters for literacy. The authors do not report on testing with actual subjects. The scenarios described would only serve absolute illiterates. Functional illiterates would not benefit; in fact, they may be annoyed by the activity.