What are Virtual Worlds?
• is an online environment whose “residents”
are known as avatars representing
individuals participating online.
• The functioning of a virtual world can
mirror that of the real world, or it can
allow residents to do such things as ﬂy,
role-play or listen to iLecture together in a
virtual lecture (the list goes on).
• Virtual worlds allow different and new
types of interactions that provide better
educational experiences for some students
• Virtual worlds facilitate “unintentional”
learning, where students discover and
create knowledge not for its own sake but
in order to accomplish something they
want to do, resulting in stronger
comprehension and deeper knowledge.
• The low stakes of an online environment
encourage participants to experiment—to
learn by trial and error—in a way not
feasible in the real world. (Safe-Fail)
• Serious games, simulations and scenario
based learning, though instructionally
planned and designed virtual space.
Learning in Second Life
• virtual world created by Linden Labs.
• It is a MUVE - multi-user virtual
environment. Not a ‘game’.
• Goals, activities, use and narrative is
created entirely by the residents (users)
of Second Life - with an edu-purpose
• It is free and open to anyone +18 online
Virtual Worlds exist for pre-school though to adults
Over 200 virtual worlds with +2 million users (each).
Warcraft ... More players than people in New South Wales.
Rise of immersion
• The number one application on Facebook -
is a virtual world game - Farmville
• More Teens play social games that use
social networks (ie Not blogging).
• Second Life has a real economy, with over
1 million residents, making and spending
millions of USD each year - proﬁtably.
SECOND LIFE IS USER DRIVEN.
The term “amateur” in today’s culture tends to be heard
negatively. But the etymology of “amateur” comes from
the Latin word amator, suggesting something you do for
the love of it. Professionals do something for pay;
amateurs do something out of their passion or love for it.
From Marionettes to Avatars.
http://bit.ly/8fuhy [VIDEO LINK]
An opportunity to engage learners in an immersive
and interactive environment that requires
knowledge, decision making,
and information management skills.
However, the use of immersive learning
environments association with play and fun is
often considered noneducational.
Research suggests that these environments can play a
signiﬁcant role in facilitating learning through
engagement, group participation, immediate feedback,
and providing real-world contexts.