"The creators of virtual worlds said they believe positive benefits stem from teen participation in their product. Virtual worlds have potential to function as teaching tools. In Active Worlds, users can create certain scenarios for teens and college students to experience and learn from, said Active Worlds president Rick Noll. Harvard educator Chris Dede creates Multi-User Virtual Environment Experiential Simulators (MUVEES) to help kids learn: for example, a virtual town suffering from an epidemic with students determining the epidemic’s cause. Such applications are possible within programs like Active Worlds, Noll said.
“There are any number of simulations running in which people are learning,” he said. “Once you’ve done something, it gives you an idea of what it’s really like. You can read about something, but when you’ve seen it, it takes on another level. When you’ve participated in it, it sticks more. A lot of schools are using Active Worlds to develop that kind of curriculum.”"
URL: http://www.themonitor.com/articles/world_2899___article.html/games_virtual.html
Referred by: HGSE Newsletter
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