Virtual Worlds contain elements of an asynchronous and synchronous
elearning environment. There are over 2000 virtual worlds available
such as Second Life, VastPark, Active Worlds, Entropia, Gaia Online,
World of Warcraft, Kaneva, Star Wars Galaxies, The Sims Online and
There (Johnson, 2008). All these virtual worlds require the creation of
one’s own avatar to enter the world and interact with others.
Inside
the world educators can set up classroom situations and tasks for their
students to undertake. Educators and students communicate via chat or
audio and are able to see each other’s avatars “live”. They can also
hold one to one discussions with people in different locations within
the virtual world and send messages for the next time that person goes
online to receive asynchronously or via email if enabled.
Educators
can hold virtual presentations, videos and use a variety of virtual
tools to present to their students. Through the virtual world of Second
Life some university institutions are emulating face to face models of
teaching where they deliver lectures as they would in “real life”; ie
stand out the front and give the lecture and may use a presentation or
video. Others are using the tools available in this virtual world to
have students conduct business, write up the results and create profit
and loss statements. They are using the environment to emulate real
life situations.
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