Getting Started with Virtual Worlds and Multiplayer Games in Education: What, Why, and How?

Wednesday, May 30 | 4:45PM–5:30PM | Grand Ballroom Salons A/B
Session Type: SERC12

Virtual worlds allow visual, active immersion in an activity, create a sense of social presence, inspire creativity, and enable content customization. However, barriers can include a steep learning curve, a sense of being outside of one's comfort zone, and high technical support requirements. The experience of enjoyment is sometimes strong enough to outweigh the barriers, but if the virtual world is not supported and used effectively, students may not perceive it as a meaningful learning experience. In this session you will experience two types of virtual worlds, one that is more game-like and one that is more social. During the process, we will share ideas and possible concerns, as well as support strategies and best practices for incorporating meaningful learning activities within them.

Note: Attendees may optionally log in to one of the virtual worlds being discussed if desired; however, please note that iPads will not support the virtual world. If you should desire to simultaneously join within the virtual world you will need to bring a laptop that supports Second Life. Please see this website for technical requirements and to get a free account: http://secondlife.com.

Presenters

  • Lorraine Stanton

    Doctoral Candidate, Educational Leadership, University of North Carolina, Charlotte

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