Tuesday, March 1, 2011

Chapter 6 - Virtual Worlds

As with the previous chapter, this chapter is covering a topic that is completely foreign to me. I am, quite frankly, annoyed! The first paragraph of this chapter (as with the previous chapter) discusses how these sites are "exploring how to form new kinds of communities, where shifting roles nurture the transformation of identities-to one's sense of self and one's sense of what is possible". Am I the only one that wonders how we ever grew up without Role Playing sites and Virtual Worlds, let alone the Internet. I mean, how on Earth did I ever form an identity without the aid of participating in Second Life or creating an avatar? Oh, that's right, my parents, friends, relatives, TEACHERS, and community. While I again, understand the need to reach a very different generation than my own, the argument that Virtual Worlds and role-playing sites are the way to do this is lost on me. Okay, I will stop preaching and move on!

The chapter surprisingly offered up some great ideas that I would actually love to try. One of those ideas is that of creating a virtual conference room where others can enter and you can then teach a lesson. This seems like a great way to engage students. I also liked that learning can take place - any time, any where. I also really liked the Quest Atlantis. This interactive game allows students to take part in real-world activities and watch the consequences of their actions. This section alone was worth the price of the book (finally, something!!)! I really like this idea and have recommended it to a few of my colleagues.

3 comments:

  1. I was thinking more about these virtual worlds. We have a large population of girls who have children before they graduate from High School. I think it would be great if they had a Virtual World application that would show them how their lives would change at such a young age. Perhaps they have to get a job, apartment, car, food, utilities, etc. The reason I just went down this path is that nursing recertification programs have simulators where these machines and applications simulate real-life emergencies and the simulators evaluate the handling of the emergency and makes recommendations.

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  2. That's a great idea, I had never really thought about it for "real-life" choices. It reminds me of the game of Life, only it would I think open student's eyes to the reality of the choices that they make - good and bad. Great thought Colleen.

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  3. Hi Tammy,

    I think we saw this chapter in a similar way. It seems the virtual worlds that went into fantasy land were not favorites of our, but we both saw the value in virtual worlds based on reality and real world problem solving. I'd love to know more about things like Quest Atlantis, because I see a lot of 21st century skills happening there and it sounds like a lot of fun!

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