Sunday, June 12, 2016

Virtual Worlds

Virtual Worlds



A virtual world is a computer-based online community environment that is designed and shared by individuals so that they can interact in a custom-built, simulated world. Users interact with each other in this simulated world using text-based, two-dimensional or three-dimensional graphical models called avatars. Virtual worlds can be adapted to the needs of your students and content area, but can have the following uses…

1.     Communications scenarios: Students can communicate with their peers and those in the field they are exploring.
2.     Developing Tools: Students can use and create 3D models
3.     Staging an Exhibition: Students can set up a virtual exhibition of their work to display as a class.
4.     Virtual campuses: Online class meetings and tutoring
5.     Conferences Facilities.  The MAYO clinic in Second Life hosts virtual events on diseases for residents and even includes a bookstore.
6.     Virtual Field trip: Students can see and explore distant or unreachable places. There are also many virtual libraries and museums.
7.     Simulated Experiences: Students can learn through simulations such as a tsunami or hurricane.
8.     Safety-focused Lessons: Students can practice dangerous tasks and procedures before they do in real life (ie. Chemistry).
9.     Virtual World economies: Students can run a virtual economy to learn about economics.
10.  Student Activism.  Virtual Worlds can integrate seminars, workshops, exhibitions and films related to anti-bullying, violence and discrimination ect..
11.  Language Learning.  Text and audio forms of language can be integrated in meaningful ways to support learning a new language.
12.  Cultural Immersion.  Some courses are using virtual worlds to recreate interactive exhibits, such as exploring the heritage of Native peoples.
13.  Collaboration:  Students work together as a class or with others online to learn and create projects.

The uses for virtual worlds are continuing to grow and they can be used in any classroom setting. Selecting the virtual world that is right for your classroom can be difficult and require some exploration and experimentations. Below I have provided links and information to several popular virtual worlds.

1.    1.  Second Life: Second Life, for ages 13 and up, is similar to MMORPGs but without a set objective. Students create an avatar, explore the world, meet other residents, socialize, participate in individual and group activities, build, create, shop and trade virtual property and services with one another. 
2.    2. Minecraft: Minecraft is a game where you dig (mine) and build (craft) different kinds of 3D blocks within a large world of varying terrains and habitats to explore.
3.     3. OpenSim: Similar to Second Life, students build and explore a virtual world.

4.     4. Unity: Unity is a game engine: a program you can use to create avatar-based environments and intricate scripted objects.

No comments:

Post a Comment