virtual worlds and provide an overview of existing tools, which support integrationof virtual worlds and Moodle, a popular learning management system.
Virtual worlds in education
Virtual worlds are a new tool that we can use to enhance real-time onlinecommunication and collaboration and to construct engaging online activities.Virtual worlds provide users with a very strong sense of presence through theiravatars and also a sense of space (Cross et all, 2007). When we’re immersed insidea virtual world, we usually feel that we’re really sharing a certain space with otherusers, which is something that is difficult to achieve with any other existingtechnology. For instance, research is showing that the interpersonal distancebehavior patterns among avatars are similar to those that we exhibit in thephysical world (Bailenson et all, 2003), which is a clear indicator that peopleperceive their own avatars and avatars of other users as real people.Virtual worlds can also stimulate users/players to develop certain skills, which canbe used outside the virtual world. For instance, a report by IBM states that virtualworlds (especially complex MMORPG) might be good for training leadership skillsand are even able to prepare players for the future workplace, which will beincreasingly virtual and distributed (DeMarco et all, 2009). It is also worth notingthat millions of children are growing up with virtual worlds like Club Penguin andHabbo Hotel and will soon expect their learning to be as interesting as the worldsthey use to socialize with peers.
Use cases
Virtual worlds are already being successfully used by hundreds of educational andother institutions for formal education or training. Environments in virtual worldscan be used as digital classrooms to deliver lectures, which can look liketraditional, face-to-face lectures, but we can also use virtual worlds in moreinnovative ways. Virtual worlds can, for instance, provide an environment for role-playing activities and visually immersive 3D simulations.For example, future border guards at the Loyalist College in Ontario are trainingfor their profession by questioning travelers at a virtual a US-Canada bordercrossing simulation in Second Life (Hudson and Degast-Kennedy, 2009). Studentswho took part in this virtual role-playing exercise achieved better results and werepositively excited about the usefulness of the activity (ibidem). This simulation wasbuilt by animation arts students at the college’s Virtual World Design Centre.Virtual worlds can be used for teaching, learning and training in other fields aswell. Economics students can learn by observing and participating in virtualeconomies, foreign language students can improve their language skills byinteracting with native speakers inside virtual worlds, social science students canconduct quantitative and qualitative research within virtual worlds, and so on.The main benefit of using virtual worlds are the high level of immersion andrelative low-cost (when compared to professional video conferencing tools, forinstance). However, virtual worlds are still a developing technology, which is oftenplagued with problems and is not always the best solution for every educational
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