ARVEL special interest group at AERA approaches - 1 views
The purpose of this group is to collect resources on educational uses of Second Life/Teen Second Life. This group is a repository of materials discussing specific projects, approaches, and research on virtual worlds in education.
"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.
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).
This amazing project that Konrad has taken me on boils down to is this:
I have drawn a concept for a building I want to one day build, using Second Life and its communities to draw and develop the model.
I have used numerous online networks to research and inform the model, and this drawing is only one step in many for this long term plan I have. That network has given me the motivation to take it all further.
In the process I have learned a lot about sustainable building, drawing in SL, communicating with online networks beyond my normal peers, and in that I have gained new confidence.
Now I am coming to an end with the VirtualClassroomProject, having reached the limitations of the model in SL Jokaydia, and want to take it further.
I have made numerous attempts to connect with a local group who are developing sustainable building designs, but what was that I said about powering down?
I think it will turn out that I will install the model somewhere more permanently in SL and continue to tweak the model, make variations and details, do a costing analysis for a real build, develop a website for it, and continue to try and find useful contacts who I can work with and possibly take something like this further - no doubt I will find them online… I already have one lead in Melbourne!