Saturday, 29 December 2012

Adoption of the use of virtual worlds for education

Adoption of the use of virtual worlds for education In April 1999, Numedeon Incorporated launched Whyville as the first virtual world explicitly designed to engage young students in a wide range of educational activities. With a player base of over 3 million.[40] Whyville has been particularly successful in attracting young teens.[41] With respect to older students, a growing number of universities such as the open university and other educational institutions are exploring existing general purpose virtual world platforms as a means to extend and enhance their offerings to students. Typically, educators create an online presence where students can interact, using their avatars to learn about new assignments or create projects that are viewable within the virtual world. For example, students taking a computer manufacturing class can log into a virtual world in which they are the inhabitants of a burgeoning village that needs their expertise for the construction of houses, furniture, machines, and other goods. A number of educational institutions are now running virtual classrooms and discussion sections in worlds like Second Life.[42] Technologies can sometimes take up to 10 years to become fully incorporated within everyday life. For virtual worlds to be accepted, then it is vital that teachers and students alike adapt to new ideas and technologies and use them to their full potential and become a useful tool in education (Yukiko Inoue, Effects of virtual reality support compared to video support in a high-school world geography class). The best idea for a more complete and wider variety in learning techniques is to integrate both paper based and technology

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