This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI.
"Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]."
"People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
Jeremy Bailenson from the Virtual Human Interaction Lab (Stanford) talks at the Berkman Center about how the use of avatars fundamentally alters communication styles both in virtual and real world settings. (Includes video and slides)
Virtual world that allows people to learn about ancient history is actually holding a live music festival in the virtual space to motivate new users to interact and to entice would-be users to download the software the game requires
Healthcare facilities are discovering that practicing in the virtual world can have major benefits in real life. Doctors, nurses and students are using online community to learn how to cope with crises, boost clinical skills and make their facilities more efficient.
Virtual Education Oasis... humm? Where do you think we will be in 2044?
Author Ernest Cline, is interviewed about his novel Ready Player One, where "schools are built like palaces on the violence-free planet Ludus, and students take daytrips through both the Louvre and the human heart. These are but some of the benefits offered by the OASIS, a massive, multiplayer online game where most people in 2044 choose to spend their existence, away from the troubles of the real world. The OASIS combines the scope of a galaxy with the immersion of the Matrix; it is a near-perfect virtual reality."
3D immersive education environments will offer significant improvements over the normal face-to-face, traditional teaching and learning styles
real-time collaboration across geographical distance,
Virtual Technology for Education (VT4E) will study, implement, operate and support 3D virtual world environments for schools in Nigeria and other regions of Africa, using collaborative, state-of-the-art platforms and toolkits.
After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
A virtual farm attracting up to 83 million aspiring farmers monthly has a video game developers scrambling to find ways to plough the booming popularity of games on the social networks.
Somewhere deep down in my rational brain, I knew the hole wasn't real - that it was a virtual reality scenario in a cramped office at Stanford University, where the floor seemed completely pit-free until I put on a clunky piece of hardware called a "headmount."
But that headmount changed everything.
This article brings us back to an old unanswered question...how will we assess students to truly capture what they are learning? Online platforms tend to rely heavily on multiple choice. Online course developers will need to be more creative than plain old multiple choice in order to prove the rigor of the online environment.
The expansion of virtual education puts companies that provide e-learning services under the microscope As researchers, politicians, and the general public have begun to question the results of fully online virtual schooling, private providers-particularly for-profit companies-that supply curriculum, content, and sometimes instruction and school management for online education are facing the most scrutiny.
"Ninety-five percent of the energy that life on Earth requires are fueled by photosynthetic processes."
Scientists are building virtual simulations to better understand how these processes work.
This is very, very sad.
The irony of this tragedy should not be overlooked however. Obsession with virtual dependant leads to starvation of real child.