8 items | 11 visits
List of resources on the uses and effectiveness of Second Life as a platform for teaching and learning.
Updated on 2009-05-04
Created on 2008-04-28
Category: Schools & Education
URL:
The MacArthur Foundation recently put out this press release regarding RezEd.org and their first report on ethics and virtual worlds.
The International Conference on Education is a major international forum for education policy dialogue among Ministers of Education and other stakeholders (researchers, practitioners, representatives of intergovernmental organizations and civil society).
bring the words “3D virtual environment” a bit closer to the mainstream. In June 2007, Second Life had nearly eight million residents. One year later, it had more than fourteen million.2
But Second Life is not the only virtual world—and not the only one involved in education. The Active Worlds program Active Worlds Educational Universe (AWEDU) includes over eighty educational worlds (http://www.activeworlds.com/edu/). Educators are also working (individually) in There. Other virtual worlds efforts include Central Grid, Kaneva, Twinity, CyberNet Worlds, The Palace, Furcadia, and Project DarkStar. Others spring up daily, it seems. Over time, we may see a shift toward open source opportunities like Croquet and toward work-oriented virtual collaboration spaces like Sun Technology’s Project Wonderland.
In addition, many virtual worlds are tied to product lines: Webkinz, Home (Sony), BarbieGirls (Mattel), and Club Penguin (Disney). Add the many additional efforts that Disney is putting forward in this field, along with other younger-market companies like MTV, and it is crystal-clear that virtual worlds are here to stay. If the number of virtual worlds is not an indication, certainly the amount of money being invested should be. According to Virtual Worlds Management, over $1 billion (U.S.) was invested in virtual companies in 2007 (http://www.virtualworldsmanagement.com/2007/index.html), and over $184 million was invested in the first quarter of 2008 (http://www.virtualworldsmanagement.com/2008/q1.html).
Participants in the Second Life session of edna's online workshops get the opportunity to collaborate on an original work of music. This international event included participants from Australia, New Zealand, Canada and the US. Many thanks to Jo Kay, Konrad Glogowski, Jude O'Connell, Dean Groom and the residents of the islands of jokaydia. Produced by KerryJ.
Leigh Blackall reflects on his virtual residency in the Virtual Classroom Project
Gaming helps students hone 21st-century skills
Environments such as Second Life can both stimulate and educate, experts say
8 items | 11 visits
List of resources on the uses and effectiveness of Second Life as a platform for teaching and learning.
Updated on 2009-05-04
Created on 2008-04-28
Category: Schools & Education
URL: