Wednesday, September 5, 2007

Virtual worlds as learning systems

To quote William Sims Bainbridge (Science, vol317, 27 July 2007 (www.sciencemag.org)), Second Life is an example of current virtual worlds "that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of social networks or economic markets."

The point of interest though is more related to the "transformation of some kinds of education at precollege levels, which might harmonize with scientific values more than with traditional values. NSF has supported the development of 2 virtual worlds devoted to science education (River City, where students explore public health issues in a simulated 19th-century town; and Quest Atlantis, where preteens develop fundamental research skills by solving environmental problems)" (p475).

Bainbridge's examples above are certainly scientific education examples. However, other grants have supported humanity-related subjects. One may visit a period-piece in Second Life to walk through the streets of Rome in antiquity, visit the Renaissance island to check out 19th-century fashion, literature, music, etc.

Last but not least, the social network character of Second Life makes it a prime choice for cheap and easy foreign language practice (especially since the entire grid is now voice-enabled...also free), cross-cultural exchange (via virtual pal systems), and potential cultural virtual immersion. And that's my dissertation interest.

Also of interest:
Communities in Cyberspace
http://www.sscnet.ucla.edu/soc/csoc/cinc/

Terra Nova
http://terranova.blogs.com/

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