Learning in a Changing World Series - Virtual Worlds
Product Code: #INT_5585
Virtual Worlds
Judy O'Connell and Dean Groom, 2010 (Reprinted in 2012)
Each year there are more and more avatars in rich virtual environments. These immersive worlds - where the world within the screen becomes both the object and the site of interaction - are on the increase, matching the promise of technology with the creative minds of our students. Educators, keen to incorporate the evolving literacy and information needs of 21st century learners, will want to understand the opportunities provided by MUVEs, MMORPGs and 3D immersive worlds, so as to be able to create more interactive library, educational and cultural projects. The challenge is to accept that these interactive environments are here to stay and that schools can, and should, embrace learning in virtual worlds. Virtual worlds will provide the knowledge, inspiration and motivation to get you started.