Virtual World Prediction
Schroeder (1996) defines virtual worlds as a computer generated display that enables the user to be present in an environment that they are not physically in (p. 25). Virtual worlds are a new emerging technology used in education at all levels to provide a context rich learning environment in which people interact using avatars, which are graphical images that represent people. The most famous virtual world is Second Life, but others are vastly approaching such as OpenSim. Since the creation of Second Life in 2003, millions of people from around the world have experienced its rich educational opportunities. Over the next few years, it is predicted that the use of virtual worlds in education will increase and be more widespread.
Virtual worlds are predicted to be used more in education because it provides major educational advancements to learners such as collaborative education using social interaction and the ability to experience real world task. Collaborative education is a constructivist view of learning in which students interact with others using problem solving, inquiry, and critical thinking skills. In virtual worlds, learners are able to interact between individuals and communities, human-object interaction, and also intelligent interaction between objects. In addition, virtual worlds provide a sense of community to help foster the learning process.
Virtual worlds provide a great platform for distance education. Many higher education universities and secondary education are using distance education as a mode of learning. Virtual high schools and access learning are providing K – 12 learners with virtual learning in order to enhance their traditional school environment. Virtual worlds are used in distance education to provide a place for the learners to meet and interact regardless of their physical locations. Learners can use virtual worlds to have student discussions, save transcripts of discussion for instructor, and make presentations for the course.
The second major educational advancement is that virtual worlds provide learners with the opportunities to experience real world problem based scenarios that the learner is not normally able to experience in that context. Some examples of using virtual worlds in education are operating stimulated equipment, exposure to authentic content and culture immersion, designing and building objects, historical recreations, manchinima construction, and treasure hunts and quests. These activities provide visualization and contextualization that would probably be inaccessible because of distance, cost, or inadequate equipment. This part of virtual worlds is increasingly used in medical schools, space academies, and military schools to provide learners with a context rich environment in which real world learning can take place. Educators can also use virtual worlds for educational games to engage students in interaction with one another, opportunity to learn concepts that are not easily learned from lecture of textbooks, and opportunity to use higher-level cognitive skills.
Virtual worlds are going to be used more and more in education because of its versatile use, ability to adapt to the learner, and its interest and authenticity to the learner. The learners of this century are very knowledgeable and practical with technology and are often bored with traditional learning strategies. Virtual worlds provide learners with an enhanced way of learning that is student centered and gives students an active role in their learning. For this reason virtual worlds will be the upcoming form of educational learning in the 21st century for all ages of learners.
Virtual worlds are predicted to be used more in education because it provides major educational advancements to learners such as collaborative education using social interaction and the ability to experience real world task. Collaborative education is a constructivist view of learning in which students interact with others using problem solving, inquiry, and critical thinking skills. In virtual worlds, learners are able to interact between individuals and communities, human-object interaction, and also intelligent interaction between objects. In addition, virtual worlds provide a sense of community to help foster the learning process.
Virtual worlds provide a great platform for distance education. Many higher education universities and secondary education are using distance education as a mode of learning. Virtual high schools and access learning are providing K – 12 learners with virtual learning in order to enhance their traditional school environment. Virtual worlds are used in distance education to provide a place for the learners to meet and interact regardless of their physical locations. Learners can use virtual worlds to have student discussions, save transcripts of discussion for instructor, and make presentations for the course.
The second major educational advancement is that virtual worlds provide learners with the opportunities to experience real world problem based scenarios that the learner is not normally able to experience in that context. Some examples of using virtual worlds in education are operating stimulated equipment, exposure to authentic content and culture immersion, designing and building objects, historical recreations, manchinima construction, and treasure hunts and quests. These activities provide visualization and contextualization that would probably be inaccessible because of distance, cost, or inadequate equipment. This part of virtual worlds is increasingly used in medical schools, space academies, and military schools to provide learners with a context rich environment in which real world learning can take place. Educators can also use virtual worlds for educational games to engage students in interaction with one another, opportunity to learn concepts that are not easily learned from lecture of textbooks, and opportunity to use higher-level cognitive skills.
Virtual worlds are going to be used more and more in education because of its versatile use, ability to adapt to the learner, and its interest and authenticity to the learner. The learners of this century are very knowledgeable and practical with technology and are often bored with traditional learning strategies. Virtual worlds provide learners with an enhanced way of learning that is student centered and gives students an active role in their learning. For this reason virtual worlds will be the upcoming form of educational learning in the 21st century for all ages of learners.