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Second Life in Education
A very basic, gentle intro to virtual worlds given to academic staff (newcomers) during learning and teaching week. Sets out the affordances and social drivers that are seeing increasing use of Second Life in education
Teachers TV - Virtual Worlds - Skoolaborate - Second Life Project
The potential of using virtual worlds in education is explored by both teachers and pupils in this programme.
After joining the Schome project, which investigates how education can work with virtual environments, assistant head Mike Adams is able to investigate the educational benefits of virtual world Second Life.
Pupils at John Hanson School Community School, Andover, also show how they use software to build within virtual worlds.
Steve Thompson from the University of Teeside then works with pupils at Freebrough SE College, Cleveland, as part of a Second Life project to virtually redesign and rebuild Cleveland's Skinningrove Jetty.
Steve also leads a training session for those working in education who want to explore Second Life's benefits for collaborative learning. Head of maths Helen Perkins describes what she sees as the educational benefits of using virtual worlds with pupils in the classroom.
15 Minutes of Fame: Learn to game, to game to learn
Review of WoWinSchools Project on WoW.com
Virtual World Learning Spaces: Developing a Second Life Operating Room Simulation (EDUCAUSE Quarterly) | EDUCAUSE
In this article, we provide an in-depth examination of the design, development, and use of one of these virtual world learning spaces, our Nurse Anesthesia operating room simulation for learning the basic induction process. We also briefly describe the learning spaces we developed for several other projects. Our goal is to provide you with some insights into developing virtual world learning spaces and highlight the advantages of those virtual world spaces over real world spaces.
Gaming for Good Elf Island - free access, games, storytelling, social interaction to empower kids, Gaming for Good, and Mirrored Gaming.
Kids have the power to change the world - all while having fun! All they need is the proper motivation, the correct tools and the opportunity to do Good.
Leading an emerging category of online games and coined Gaming for Good,™ Elf Island weaves real world non-profit projects into a lush, interactive virtual environment through entertaining game play, social interaction and storytelling to encourage the power of fun.
Eco-games help kids to do good - USATODAY.com
With Earth Day coming on April 22, the Internet offers many activities that can heighten kids' awareness of environmental issues. Among them are the eco-minded kids game Emerald Island. Kids enter this virtual world as an animal avatar, tasked with fighting off the eco-destroying Pirats by throwing fruit at them.
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With Earth Day coming on April 22, the Internet offers many activities that can heighten kids' awareness of environmental issues. Among them are the eco-minded kids game Emerald Island. Kids enter this virtual world as an animal avatar, tasked with fighting off the eco-destroying Pirats by throwing fruit at them.
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With Earth Day coming on April 22, the Internet offers many activities that can heighten kids' awareness of environmental issues. Here are some that are worth checking out.
2¢ Worth » 200 Virtual Worlds for Kids
200 Virtual Worlds for Kids
Filed under: Virtual Environments, education, fun, videogames, warlick
Tags: education, elearning, video games, videogames, virtual worlds, virtualworlds, warlick — David Warlick @ 10:42 am with
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I am still working on this article on virtual worlds in education, an ran across this report from January 26, 2009. According to Virtual Worlds Management, more than 200 youth-oriented worlds are currently live or in development. This is an increase from 150 known youth-oriented virtual worlds in August of 2008.
I pulled the listing into a spread sheet and did a little inquiry. Here are some of the things I found:
* 38 of the virtual worlds products are explicitely intended for children six and younger.
* Two are being developed in Australia, 2 in Belgium, 8 in Canada, 2 in China, 3 in Denmark, 4 in Finland, 2 in France, 4 in Germany, 3 in Israel, 5 in Japan, 4 in Korea, 2 in Spain, 2 in Sweden, 14 in the UK, and 126 in the U.S.
* One is in Alpha, 10 are in closed beta, 36 are in open beta, 7 are in concept, and 26 are under development. Most of the rest are live.
“200+ Youth-Oriented Worlds Live or Developing.” Virtual Worlds Management. 2 Feb 2009. Show Initiative, LLC. 26 Jan 2009 <http://www.virtualworldsmanagement.com/2009/youth-01-26-2009.html>.
Riding out the recession in a virtual classroom - CNN.com
Riding out the recession in a virtual classroom
* Story Highlights
* Schools offering online degrees or professional certifications are thriving
* People who have lost a job are looking for a convenient way to beef up their resumes
* Online courses cater to "career enhancers" and "career changers"
* Expert: Completing bachelor's degree may help, but focus on building up resume
Virtual Heroes Inc - Serious Games - Serious Games and Advanced Learning Systems - Serious Healthcare Games
Realism, Retention and Relevancy…
In a Virtual Heroes world, textbooks and lectures are replaced with complete interactivity, excitement and serious fun! Our Advanced Learning Technology (A.L.T.) platform has re-invented the way medical, military and corporate professionals can enhance performance and unleash potential. Our technology facilitates the linkage of learning objectives to measurable performance outcomes.
Our studio’s proprietary approach to interactive instructional design and experiential learning simultaneously inspires and educates. We invite you to explore our Website and your organization’s untapped potential.
7 Things You Should Know About Virtual Worlds | EDUCAUSE CONNECT
A virtual world is an immersive online environment whose "residents" are avatars representing individuals who participate through the Internet. Many institutions are experimenting with virtual worlds for educational purposes. They may foster constructivist learning by placing students in a context that challenges them to learn without explicit learning objectives and assessment.
Schools introduce Guitar Hero games to aid pupil learning - Edinburgh Evening News
PERSUADING children to switch off the games console and do their homework can be a battle for many parents.
But East Lothian schools have instead decided to turn the tables – and developed an innovative educational project based on the popular computer game, Guitar Hero.
They introduced the project to help ease the transition for primary seven pupils moving up to Musselburgh Grammar School.
It was so successful it is now being rolled out across almost all primary and secondary schools in the county.
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