They can practise skills in areas ranging from patient-doctor consultations to urban design, building up confidence before embarking on real-world encounters or entering real-world scenarios. They can visit simulations to learn about everything from the structure of molecules to customs in Ancient Rome. In a virtual world like Second Life, students can visit museums and galleries whose layout matches that of their real-world counterparts. It remains to be seen how AR, VR, virtual worlds and associated interfaces and platforms may come to be associated with the concept of the Metaverse, as promoted by Facebook’s Mark Zuckerberg and others.įor now, traditional virtual worlds continue to offer opportunities for immersive, situated learning in a simulated environment. Virtual reality simulations – for example, of locations inaccessible from a classroom, or of phenomena that cannot normally be viewed or experienced – are now coming to play an important role in education, notably in STEM (Science, Technology, Engineering and Mathematics) subjects. However, as a subset of virtual reality (VR)platforms, virtual worlds may yet see a new lease of life with the increasing popularity of VR headsets that offer a much more immersive experience than a flat computer monitor. In the intervening years, interest in virtual worlds has waned as educators have turned their attention to emerging forms of mobile learning which do not focus on a separate digital realm, but rather focus on (re-)integrating the virtual and the real through augmented reality (AR) and similar paradigms. A decade ago, virtual worlds were widely viewed as being at the cutting edge of educational technology development, with many educational institutions establishing a presence and running interactive classes and meetings on the best-known platform, Second Life. At the same time, they are linked to the web 3.0 concept of the geospatial web. Virtual worlds have much in common with web 2.0, given that they facilitate multimodal interaction and collaboration across the internet. The difference between virtual worlds and gaming environments is that the former do not typically involve the kinds of game-like goals, quests and challenges which are an integral part of the latter. Virtual worlds are fully simulated 3-dimensional digital environments, much like gaming environments, which users enter in the form of a character known as an avatar. Virtual worlds are sometimes also referred to as MUVEs (Multi-User Virtual Environments). Yardley, goo.gl/uUavuM, under CC BY-SA 3.0 licence) Unter den Linden, Second Life (Source: J.
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