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.
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