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Virtual Worlds in The Classroom
ByDaniah AL-Abbasi
What are Virtual Worlds?A virtual world is a computer based
stimulated environment intended for its
users to inhabit and interact via avatars.
This habitation is usually represented in
the form of two or three-dimensional
graphical representations of humanoids
(or other graphical or text-based
avatars).
One of the most famous virtual worlds is
Second Life (SL).
Second Life (SL)SL is one of the massively multiplayer online
games.
SL represents something different than a
game. Rather than a game with set goals, it is
a "life" that its residents decide to live.
In SL, residents can set up businesses, buy
land, build structures, or go to clubs or
concerts to hang out and meet others. They
can be as industrious or as lazy as they wish.
What is an Avatar?
An avatar is an Internet
user's representation of a
male, female, or a creature
used in all virtual worlds
communities.
Virtual Worlds in the classroomVirtual Worlds represent a powerful
new media for instruction and
education.
Some 60 schools and universities have
set up shop inside Second Life — most
in the past year. They join a population
that includes real-world business
people, politicians, entertainers, and
more than 800,000 other "residents" of
the virtual world.
Virtual Worlds in the classroomIn order to help teachers
bring their classes to
Second Life, Linden Lab
donates accounts for each
student, as well as an acre
of land in the metaverse for
the teacher and students to
work and build on.
Virtual Worlds in the classroomFor the first time this fall, a
Harvard University class is
meeting on its own "Berkman
Island" within Second Life
(SL).
Ball State and other schools
have bought "land" on SL to
build a campus.
Virtual Worlds in the classroomAbout 90 Harvard law and
extension school students
taking a course, called
"CyberOne: Law in the
Court of Public Opinion”
can receive real college
credit.
Virtual Worlds examples in the classroomBusiness
Computer science
Chemistry
National Oceanic and
Atmospheric Administration
Play2Train project
AdvantagesGives the students a
feeling that they are in a
real classroom.
It helps build things that
would either be too
expensive or physically
impossible to create in the
real world.
AdvantagesIt stretches the imagination
and grows a person's
creativity.
Students can learn more
about what they couldn't in
the real world.
Virtual Worlds can manage to
get kids extremely engaged.
AdvantagesRole playing
Collective Social
learning
Information access is
easy for students.
LimitationsTechnical
difficulties
Have an inherently
commercial nature
For some people it
can cause
addiction.
LimitationsMonetary cost
Public opinion (Adult
Content)
Teacher training
Virtual Worlds can’t be the
only way of teaching
because students need the
real world interactions with
other students and
teachers.
Future Expectations virtual worlds are still so new that
researchers haven't had much time
to study their impact on people and
education.
Virtual worlds are the way of the
future, integrating textbooks,
discussion groups, blackboards,
science labs, and easel in one
technologically appealing package.
http://www.virtualworldsreview.com
/info/categories.shtml