Next course begins May 4, 2009.
While graphic-rich virtual and immersive worlds are a recent phenomenon, text-based games and simulations have been prominent since the early development of computers. Games like World of Warcraft and virtual worlds like Second Life draw both praise and criticism from parents, researchers, and educators. Can games, avatars, virtual worlds and simulations be utilized for educational purposes? A strong body of research suggests games can be important in increasing student engagement, developing critical skills, and improving learner’s “scientific habits of the mind”. This course will serve as an introduction to immersive worlds and games, providing educators with a broad overview of current options and potential opportunities for adoption for teaching and learning
Facilitator: Fleep Tuque
Chris Collins (SL: Fleep Tuque) has used the Second Life platform extensively since its public beta in 2003, and is keenly interested in the educational, cultural, and political potential of virtual worlds. She served as co-chair and founder of the Second Life Best Practices in Education Conference (SLBPE) 2007 and co-chair for the Second Life Education Community Conference (SLEDcc) 2008. In addition to managing the University of Cincinnati Second Life project, she also serves as the Second Life Ambassador for the Ohio Learning Network, and Founder & Executive Director of the Chilbo Community, where she resides in the Chilbo sim in Second Life. Recent publications include “Looking to the Future: Higher Education in the Metaverse” (EDUCAUSE Review, Sept/Oct 08) and a co-authored paper with Nancy Jennings (SL: Sweetpea Sunnyside) entitled “Virtual or Virtually U: Educational Institutions in Second Life” (International Journal of Social Sciences, Nov 07). She also writes informally about what it means to live in an increasingly digital world at http://fleeptuque.com.


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Continuing the Discussion