Virtual+Collaboration

Learning with Simulations -- Gaming, Virtual Worlds & Immersive Online Environments:
"People learn best by doing. Simulations and learning games that use technology to create real-world feel-like-you're-there actions provide the opportunity to engage, have fun, and truly learn. " ([|Simulations & Learning e-Games] // by Marcia L. Conner //)

__**Virtual Worlds, The Impact on Education**__
media type="youtube" key="gx7pdMgNdJA" height="344" width="425" by **astargel**


 * MY RECOMMENDATIONS**: This technology or application is not new, simulations have been available for years (see Tom Synder's Decisions, Decisions). However, the sophistication with which it has been developed and made available has made new adapters and uses increase tremendously. All are built upon a 3-D environment--this is an advantage and disadvantage for the application. The advantage to using 3D is that it adds a better perspective to the realism of the simulation. The disadvantage is that 3D visuals can cause sickness. After over ten hours spent in Second Life, I have developed an adversion to using it any further. After about 10 minutes of use in Second Life, I begin getting nauseated and dizzy. I am still looking to join in one of the online meetings for educators in SecondLife to really see the power of this application.


 * CLASSROOM POSSIBILITIES**: Simulations are a great way to really bring education to real-life experiences--merging the two together. Using a virtual world application can allow the teacher to create closed environments to test out situations. [|Educator's WIKIs for Second Life].