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Showing posts with label virtual worlds. Show all posts
Showing posts with label virtual worlds. Show all posts

Monday, April 28, 2008

Minyanland


I first read about the online world known as Minyanland on Kevin Jarrett's great blog. I encourage you to check him out for a plethora of awesome resources and ideas. As described in his posting Minyanland is a virtual world designed for young kids where they can learn about running a business, managing money, owning property, investing and much more. I decided to check it out with my 8 year old daughter this morning before she headed off to school and so far we are both pretty impressed.

The registration process didn't require her to enter an e-mail but it was optional for me to enter a "parent e-mail". I decided to do that and immediately received a message with a password that allowed me to login and see basic information about my daughter's account. It appears that all players start with $50,000 in savings and they get a condo worth another $50,000. That's not too shabby although I'm not sure my daughter played long enough to even realize she had a place to live.

From a parents standpoint, or the standpoint of a teacher, I wasn't able to do much unless I was willing to sign up for my own "critter". It would be nice to be able to monitor student/child accounts a bit more but maybe that is a bit too big brotherish. Either way, I'm interested in exploring this world a bit more and seeing what my daughter thinks of it. I may even have her post a comment or two explaining her impressions of Minyanland since I'm sure she will learn about the various features of this virtual world much more quickly then I will.

Thursday, July 19, 2007

Week 6: MUVEs (respond by Friday, July 27th)

Multi User Virtual Environments (MUVEs) allow us to enter and create a variety of different virtual worlds where we can learn, explore, interact and yes, play. Vast amounts of time and energy can be devoted, or in some cases wasted, in these worlds and there is a great deal of skepticism in regards to the educational value of MUVEs. I have provided a few links to some online articles about MUVEs that I think will provide helpful insight into the our present understanding of these virtual worlds and their potential promise for the future. The first article is by Stefanie Olsen who writes for CNET News.com. This article, entitled Are Virtual Worlds the Future of the Classroom? looks at the River City Project, Quest Atlantis and Whyville in it's discussion of MUVEs and their place in the "real" classroom. As you will quickly notice, much of the content and focus of these different worlds revolves around science. This is largely because the source of funding of these projects comes from the National Science Foundation which, understandably so, likes to fund research related to the teaching of science as opposed to social studies or math. But as the article indicates, there are opportunities to learn about more than just science. As you read this article I'm curious as to what you feel the primary affordances of these types of environments are for children. Also, what is your opinion about the possible detrimental effects of having kids spend large amounts of time in these environments? What impact, positive or negative, might it have on their ability to interact in the real world?

The second article is an interview with someone from Second Life, which is the virtual world designed more for adults (the version for young adults is called Teen Second Life). This article is actually part 4 of a 4 part series and you can feel free to read part's 1-3 if you want. This particular article (click here to view article) looks at some key issues that traditional educators face when they try to use Second Life either as a casual user or for educational purposes. Even though the issues outlined are focused on Second life I think the ideas apply to a broad range of virtual worlds regardless of the targeted age. In many ways the issues all relate back to changing, or broadening, our perspective of what education looks like and the ways in which learning can take place. I can completely understand the teacher who says, "I don't want to use a virtual environment because kids will just play, or it isn't safe, or it doesn't look like a classroom." But I think it's hard to deny that these virtual worlds, not necessarily all of them, hold some real promise in regards to their ability to provide stimulating and educational experiences for students. In response to the article I would like you to pick out an issue, or several of the issues if you want, that you found particularly interesting and share your opinions on the argument the author made with regard to that particular issue. Personally, I found issue 6 Re-Create v. Create to be especially insightful because this is something I see happening quite often with technology and online learning environments where we try to re-create the traditional learning environment or assignment rather than take advantage of the affordances of the specific technology to create something truly new and different. I'm curious to see what the rest of you think.

Wednesday, July 18, 2007

Second Life and the Environment

I recently read about an interesting project involving the virtual world Second Life. You can read about on the Serious Games blog but the basic idea is that people can learn about the rainforest, deforestation and other environmental issues through a project called Second Chance Trees. They can also choose to plant a virtual tree in Second Life and for each virtual tree planted a real tree will be planted in an area of designated need within the rainforest. This seems like a great way to combine education with social activism and give your students a chance to feel like they are doing something for the environment. Check it out.