Virtual Worlds - the future of education?

Friday, October 9, 2009

While most people think of Second Life when you mention virtual worlds to them, there are many different virtual worlds out there including Massively Multi-Player Online Games (MMPOG), 3D Virtual Worlds, such as Second Life, and even Education-focused Virtual Worlds.


The first educational focused virtual world was Whyville and was launched in April 1999 and currently has a player base of over 3 million users. In addition to colleges and universities using Second Life as a platform another project is AWEDU, started by Active Worlds, Inc.

While some may feel that virtual worlds are just another passing fad, I think they have real potential for enriching education. Virtual worlds allow a level of interaction not possible from reading a book, or listening to a lecture. What if instead of reading about the Sistine Chapel, you could travel to it and view the awe-inspiring masterpiece. I think the next step is to educate teachers on how to incorporate virtual worlds into their classroom as well as ensuring that schools technology infrastructure can support the interaction.

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