

| Background |
| What are they? |
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Research clearly shows that online virtual worlds have a propensity to significantly engage a range of learners.
This section provides information on fundamental aspects of the use of virtual worlds in education generally and the New Practices in Flexible Learning project in particular:
Most virtual worlds use an ‘avatar’ – or particular model or icon – to represent and interact ‘on behalf of’ the real person who has logged in.
In Second Life®, avatars do not have to be ‘human’. Imagine how people would interact with a user represented as a mythical animal or an object.
Australian Flexible Learning Framework