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Donald J. Welch (president and CEO of Merit Network) divides the virtual worlds into four sectors and along one line he put "general purpose" vs. "specific function" and along the other one "public use" vs"private use". For instance Second Life is public use and general access.
In terms of using virtual world in higher education he says that now there are some gaps but he is optimistic saying that in near future there will be worlds that are
specifically designed for higher education.
No doubt that virtual world attracts students. They are excited seeing various interesting interfaces and content. They want to interact in different environment (though virtual worlds reflect the reality) and experience new things.
No doubt that virtual world attracts students. They are excited seeing various interesting interfaces and content. They want to interact in different environment (though virtual worlds reflect the reality) and experience new things.
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Yes, maybe it's great that students can do lessons,
interact and do projects on different places (beach, island, cafe or in the
air) due to the virtual worlds but can we provide our students with safe
learning environment? Or it's not a secret that people and especially teens mostly became addicted and it's hard to get them out of that virtual space. So we should be cautious about using different virtual worlds for learning purposes otherwise we'll gain opposite/negative results. However, virtual space can serve as an additional tool to motivate, to attract and even to encourage our students to learn because as I've mentioned in my previous posts learning and fun are two in-separate things if we want our student to be more motivated and interested.
Here are a few tutorials about
using virtual worlds for learning purposes if you are interested :)
http://www.youtube.com/watch?v=X-oeCkBbwWo
http://www.youtube.com/watch?v=eNjV8Fvre4U
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