Chapter 6 Virtual Worlds Opportunities for different teaching methods: Lecturing at online conferences Student-centered stimulation Collaborative problem.

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Presentation transcript:

Chapter 6 Virtual Worlds Opportunities for different teaching methods: Lecturing at online conferences Student-centered stimulation Collaborative problem solving Role-playing Scenario building Inquiry-based pedagogy

Second Life Over 20 million users who: Interact through avatars: Explore the world, Socialize, Participate in individual and group activities, Create and trade virtual property and services with one another.

Over 60 Universities have had sites in Second life including: Harvard Ohio University Indiana University Pen State University of Southern California University of Texas Vassar College University of Illinois University of North Carolina

Quest Atlantis 3D multi-user virtual environment, with learning Quests and unit plans Storyline through an introductory video, novel, and comic book Mythical characters with a set of social commitments

Designed for: Learning with entertainment and social action Social commitment and real-world action, Engaging children ages 9–16 in transformational play both online and off- line learning activities

Educational uses for virtual worlds Training in fields of medicine and military Online spaces for organizing information and experience Centers for history, art, culture, religion and science Opportunity to create, shape, and maintain communities of people who share same classroom, school, or planet