Virtual+worlds



//**What are virtual worlds?**// Virtual worlds, according to //Wikipedia//, are a genre of online community that often take the form of a computer-based simulated environment, through which users can interact with one another and use and create objects. While there are several virtual worlds in existence, they share the following common characteristics:

1. Shared space: many users participate at once. 2. Graphical user interface: the world depicts space visually - either in 2D or 3D images. 3. Immediacy: the interaction takes place in real time. 4. Interactivity: the world allows users to alter, develop, build, or submit customized content. 5. Persistence: the world's existence continues regardless of whether individual users are logged in. 6. Socialization/Community: the world encourages formation of social groups.

One popular world is "Second Life." As of January, 2010, Second Life had approximately 1,000,000 users. Second Life founder Philip Rosedale envisions a future in which the virtual life crosses over into "real" life.


 * //How can virtual worlds be used in education?//** //Whyville// was the first virtual world designed specifically to engage young students in a wide range of educational activities. //Whyville// was introduced in 1999. According to the //Whyville// website, it was launched:

[T]o apply over 20 years of research in education and cooperative learning to develop new web-based tools for education. Researchers have identified the middle school years as a time when children, especially girls, lose their interest in math and science. Studies suggest that exposure to engaging educational and in particular scientific activities during this critical period can substantially influence future academic and career choices. We launched Whyville as a virtual city, which engages young people in constructive educational activities while promoting socially responsible behavior. It is an outgrowth of the company's extensive research and practical experience related to learner-centered, hands-on, inquiry-based education. []

For more information on using //Whyville// in the classroom, including how to register, check out the "Teachers" tab on the homepage.

Another popular virtual world in education is //River City. River City// is designed specifically for the middle school student and while aimed at science teachers, it can be used in all content areas. Here is a short explanation:

As visitors to River City, students travel back in time, bringing their 21st century skills and technology to address 19th century problems. Based on authentic historical, sociological, and geographical conditions, River City is a town besieged with health problems. Students work together in small research teams to help the town understand why residents are becoming ill. Students use technology to keep track of clues that hint at causes of illnesses, form and test hypotheses, develop controlled experiments to test their hypotheses, and make recommendations based on the data they collect, all in an online environment. []

There is a cost to use //River City.// Also, the website indicates that funding for the project was set to expire in August, 2009, so I'm not sure whether //River City// is still an active virtual world.

While virtual worlds can expose students to things outside of their immediate environment, the question arises whether using virtual worlds is an effective educational tool. Below are some pros and cons of utilizing virtual worlds in the classroom:

__Pros:__ - Can be used for collaborative education - Students can carry out tasks that would otherwise be impossible due to travel restrictions and/or expense - Students can access materials outside of the classroom

__Cons:__ - Virtual worlds are not a substitute for face-to-face meetings - Loss of communication through body language - Students losing personal interaction skills

For a very general overview of how to incorporate virtual worlds into the classroom, see []. For a more comprehensive study, see [].

[|www.wikipedia.com] [] [] [] []
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