Friday, April 11, 2008

Journal 7, Classroom 2.0, Virtual Worlds

Classroom 2.0 Report

Virtual Worlds

I examined a thread on Virtual Worlds in the classroom. I chose this tool for two reasons. Firstly, I chose to examine the value of a Virtual World experience for classroom use because online virtual experiences are an increasingly commonplace activity for internet users of all ages. Also, I have experienced “Virtual Worlds” in a variety of formats as a computer game player (Everquest, World of Warcraft, and recently, Lord of the Rings Online, to name a few) and have always felt that the opportunity to connect with other people with shared interests is a huge appeal of Virtual Worlds.

For those of you unfamiliar with the concept of a “Virtual World”, here is the concept in brief. Through the wonders of 3D graphic simulation, computer users are able to connect via the internet to digitally created “worlds” through the use of an Avatar, which is basically an entirely 3D cartoon which users can customize based on their own personal preference. This Avatar can wander through an entirely fictional landscape, which is rendered in three dimensions and in real time, complete with trees, rivers, buildings, and other real life features. Users can meet and interact with other people who are actively logged in to these Virtual Worlds.

I found several discussion threads within the Tools section at www.classroom20.com. The primary subject of discussion involved Second Life and ways to utilize this powerful online experience within the classroom. The potential ramifications this can have for classrooms can be quite diverse. Firstly, because Second Life provides users with the ability to “build” their own environments, the potential for educational simulations built BY students is incredible. For example, students could build an online reproduction of their school, or classroom, or simulate a museum or ecosystem. Then there is the potential for classrooms that are separated geographically to meet and interact within a virtual community. Online discussions can be held, there is potential application for geography and social studies, and a multitude of other potential uses.

As it turns out, there are many educators who see the potential uses for Virtual World technology in the classroom. There are also a variety of concerns that must be addressed when using this type of technology, including but not limited to online internet conduct, the technical know-how to properly use this type of program, and the time required to implement and utilize a Virtual World in the classroom. However, there is great potential in this technology for educators. I will be interested in looking into this topic further and finding ways to utilize and apply this idea within my own classroom.

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