Background
What are they?

A comparison of three virtual worlds

Second Life® - The chosen ‘world’

Virtual world checklist


Virtual Worlds - Background

 

 

Introduction

a big house from Virtual World
Globe

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:

How to engage in a virtual world

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.

 

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Australian Flexible Learning Framework

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