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Virtual Worlds

A virtual world is a computer simulated environment intended for user to inhabit and interact using an avatar. A new and powerful medium, some say virtual worlds present new opportunitites for instruction and education.

There seem to be two main drivers that explain why virtual worlds might be useful for learning. The first relates to the wide uptake of virtual worlds among young users, especially as the the lines between games and virtual worlds become blurred. Research suggests that this will have a significant impact on young peoples' expectations of how learning will be delivered. The second factor relates to the way people learn. Again researchers investgating the impact of gaming on brain activity are begining to document the changes in mental processing that occur, suggesting that learning through doing and learning with others is maximised in simulation.

The Serious Virtual Worlds report published by JISC as part of the e-Learning Programme, focuses on virtual worlds for educational uses, and explores the serious as opposed to leisure-based uses of virtual worlds. The report published in november 2008 identified 80 existing virtual world applications with another 100 planned for 2009.
The report provides a context for learning practitioners and policy makers to help them to understand virtual worlds and how they can be used in the post 16 education sector. In addition it aims to highlight ways in which learners might use the technology for a more engaging and collaborative learning experience.

Download the Serious Virtual Worlds Scoping study here

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