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Comments on: Are virtual worlds the future of the classroom?

Virtual worlds like Whyville give kids chance to learn about science, math and themselves. Educators are taking notice.

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A Wonderful Idea
by bluemist9999 June 12, 2006 5:58 AM PDT
I think it's great. It's far more intriguing to learn about, say, ancient Roman history, by being dropped via a virtual time machine into ancient Rome, filled with political intrigue and authentic historical details.

As long as it's well-crafted by knowledgeable experts, I think it's a compelling way to learn. And it can encourage complex problem solving skills, which is essential in this world.
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Agreed
by ElMartino1 June 12, 2006 8:41 AM PDT
There's a number of Universities using ActiveWorlds technology to deliver online education experiences in a number of different manners.
Virtual Worlds
by veglandia June 12, 2006 10:49 AM PDT
Today's students are ready for an entirely new way of learning -
how long before their teachers are ready for a new world of
teaching?
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It' the coming revolution in education
by jbonnell June 19, 2006 7:44 PM PDT
This is the evolution of education, if not revolution. Virtual Worlds will never supplant teachers in the classrooms, but they can offer something that even the most engaging teachers can not: interactivity.

As mentioned, dropping into a virtual representation of ancient Rome, complete with politics, economics, etc, will do more to educate. Today's students are weened on computer and video games. Engage them how they want to be engaged and they do learn.

How many of today's youth repetatively try everything on a video game until they master every little detail and know exactly the fastest way to achieve their goal? Apply the same interest in video games with something they can learn and you've gone lightyears ahead. Who says we're falling behind in math and science, its time for a leapfrog.

MyndSparc, founded in 2006, is pioneering the inevitable cross-over in media where the end user is both the consumer and the creator. The focus is on games of both a fun and serious nature. MyndSparc caters to the serious gamer, the casual online social player, and the educational space with a special focus on informal learning. We have strategic relationships with universities and educational non-profits to help further these ends.

The project will allow end users to create, experience, and rank/review content within the framework that is MyndSparc. Think of it as a series of micro-virtual worlds within a virtual world or microverses within the multiverse.

The company's growth strategy is focused on providing tools and an environment for creating user defined content in both the education and entertainment communities. A single set of applications will provide informal educators with cutting edge resources to engage learners in a social, self-defined learning experience while at the same time engaging multiplayer online gaming enthusiasts in the next generation of online gaming through an environment of user defined adventures.

http://www.myndsparc.com
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3DLearn Has Been Teaching this way for 6 Years
by wilo2 June 20, 2006 3:48 PM PDT
I agree completely! 3DLearn has already keyed in to the whole concept of using 3D virtual worlds to enhance learning. We have an entire 3D campus for students where they attend classes and take accredited courses. They have a full time school..it's just all in 3D. The best part is that they get to create their own 3D virtual worlds as part of the learning process. It's great to see that this idea is beginning to gain acceptance now. http://www.3dlearn.com
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Well-written article
by ljcima June 22, 2006 10:26 AM PDT
This was a very informative and well-written article. The Cornell University Theory Center has a very interesting virtual worlds program that includes an online museum and online science fair exhibits at www.scicentr.org. They have achieved great success with under-served and minority students.
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Virtual Worlds: Not necessarily Bad
by dsherr1 July 1, 2006 10:47 AM PDT
My grown children, now 37 and 33, did Dungeons & Dragons with their friends as adolescents and teenagers. Growing up in a computer rich household, as young adults, they moved to PC games and Internet MUD's (Multi-User Domains, "old" Internet virtual worlds). These virtual games were built and maintained by the participants making them a communities of interest as well as learning environments. My daughter, in fact, met, married (8th year) and now has two beautiful children as a result of playing such a game domiciled on servers in Holland. At the time, post Masters degree in Conservation Biology, she lived and worked at the National Zoo in Washington. When she told me she was meeting this young Dutchman in his home town of Haarlem, I asked how she knew he wasn't an ax murderer. She said. "Awww, Daaad! You JUST need to know what questions to ask." Indeed, this is what we JUST need to teach our children as they live and play in the real and virtual worlds: Ask the right questions.
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Harrington Project
by virtualityed October 31, 2007 10:05 AM PDT
I conduct a virtual role playing game for high school seniors, for
the purpose of exploring career and college possibilities. It is a
combination of a popular board game and a popular simulated role
playing game. It has changed lives.
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by zerojosh October 5, 2009 3:53 PM PDT
I've used [url=http://www.3dlearn.com] 3dlearn[/url], great service!
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by zerojosh October 5, 2009 3:56 PM PDT
[url]http://www.3dlearn.com[/url] how does this work?
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