Educational Frontiers: Learning in a Virtual World (EDUCAUSE Review) | EDUCAUSE CONNECT - 0 views
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I continue the orientation with highlights of accomplishments from teenage students at Ramapo, Suffern (N.Y.) Middle School’s campus in Second Life, hosted by Peggy Sheehy (http://ramapoislands.edublogs.org/about/). Their learning experiences are inspiring and help my students visualize projects modeled in a virtual world. During one session, a student reflected: “If teens can do it, I can do it.” Student ownership grows as students visualize the class workspace as a place where they meet, attend class sessions, work on projects, play, and relax with friends.
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Virtual world learning experiences are fun
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Class can be held on the beach, in another country, in outer space, or in any simulated setting. Students do not need to be confined to a traditional class setting, with chairs facing forward, but can instead move within the learning environment, communicate via text or voice, offer information or ask questions whenever they like (without being impolite), and correspond with classmates and friends via private messaging.
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Virtual Worlds? "Outlook Good" (EDUCAUSE Review) | EDUCAUSE CONNECT - 0 views
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bring the words “3D virtual environment” a bit closer to the mainstream. In June 2007, Second Life had nearly eight million residents. One year later, it had more than fourteen million.2
But Second Life is not the only virtual world—and not the only one involved in education. The Active Worlds program Active Worlds Educational Universe (AWEDU) includes over eighty educational worlds (http://www.activeworlds.com/edu/). Educators are also working (individually) in There. Other virtual worlds efforts include Central Grid, Kaneva, Twinity, CyberNet Worlds, The Palace, Furcadia, and Project DarkStar. Others spring up daily, it seems. Over time, we may see a shift toward open source opportunities like Croquet and toward work-oriented virtual collaboration spaces like Sun Technology’s Project Wonderland.
In addition, many virtual worlds are tied to product lines: Webkinz, Home (Sony), BarbieGirls (Mattel), and Club Penguin (Disney). Add the many additional efforts that Disney is putting forward in this field, along with other younger-market companies like MTV, and it is crystal-clear that virtual worlds are here to stay. If the number of virtual worlds is not an indication, certainly the amount of money being invested should be. According to Virtual Worlds Management, over $1 billion (U.S.) was invested in virtual companies in 2007 (http://www.virtualworldsmanagement.com/2007/index.html), and over $184 million was invested in the first quarter of 2008 (http://www.virtualworldsmanagement.com/2008/q1.html).
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the New Media Consortium estimates that more than 1,200 educational islands were created in 2007.4
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Other efforts are starting to move to the forefront and should certainly be watched in the coming months. Many, especially those working on an open source platform, would like to see standards that tie other platforms together. Efforts such as the Immersive Education Initiative (http://immersiveeducation.org/), by the Media Grid (http://mediagrid.org/), are looking to bring standards to, and develop best practices for, the mildly wild frontier that is currently virtual worlds.
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eSchoolNews - 0 views
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Still, Trevena cautioned that teachers, administrators, and technology staff must work together and be prepared to support a Second Life program. Identifying sustainable funding sources, upgrading computers and investing in hardware, and having a backup plan if the Second Life platform is down are all necessary.
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A 2006 NCES and University of Michigan study found that by age 21, the average youth has watched 20,000 hours of television and played 10,000 hours of video games, said Ntiedo Etuk, the CEO Tabula Digita, which offers games centered on pre-algebra and algebra.
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"The reason that [gaming] is successful is obviously that it's relevant to students--it allows for the notion of competition, which gets students going, there's an opportunity for socialization, and there is instant feedback on what they're doing right or wrong," Etuk said.
Video games also foster collaboration, because instead of a teacher standing in front of a classroom, students begin to help one another and become teachers themselves, he added.
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