Growing the Use of Virtual Worlds in Education

The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source […]

Utilizing Virtual Worlds in Education: The Implications for Practice

EDUCATIONAL institutions are beginning to look for strategies and methodologies to enhance teaching and learning in order to engage a new generation of learners. These learners commonly referred to as “digital natives”, seamlessly work with technology to gather, analyze, and synthesize information, and then present it in new and innovative ways [1]. Creating learning environments […]

How Virtual Reality Can Help The Global Mental Health Crisis

The World Health Organization has reported that one in four people in the world will be affected by mental or neurological disorders at some point in their lives. Around 450 million people currently have such conditions. Considering that mental disorders are among the leading causes of ill-health and disability worldwide, VR is a welcome additional treatment. Studies […]

All Aboard: The Web 3D Train is Leaving the Station!

A new breed of game-savvy and socially networked employees are pouring into the workforce, and this new generation of workers wants to be engaged, in control, and part of a compelling storyline. They expect greatness and will abandon you en masse if you cannot inspire them. You’ll never know what hit you unless you start […]

The Effectiveness of Virtual Worlds for Education

Despite the widespread popularity of using virtual worlds for education, only a few studies have compared learning outcomes in virtual worlds versus other, less resource ­intensive media. A within ­subjects study examined cognitive and affective learning outcomes when using a virtual world and voice­over slide presentations to learn about the Forbidden City in China. Results […]

Virtual Worlds for Engaged Learning

Maybe you’ve heard of Minecraft. Or World of Warcraft, or Second Life. Maybe you’ve even heard that there are a few brave educators who are using them in their classrooms, with — gasp! — students. These educators know that 3D virtual learning environments are far more than mere games and that their potential to engage […]

Welcome To The ‘Metaverse’

What’s the biggest hit in entertainment history? Michael Jackson’s Thriller album is up there. It has brought in $500+ million since 1982. The first Harry Potter novel is also in the running. The best-selling book in history raked in over $1 billion. The highest-grossing movie ever tops them both. Avengers: Endgame made $2.8 billion at the box office in […]

Arts and Culture’s Virtual Survival Story: The Show Must Go On

The arts have seen a shift in the last year away from in-person gatherings, but that doesn’t mean that performances, showings, and other creative activities have stopped. Rather, they’ve been transformed, becoming increasingly virtual and digital. The E-Commerce Times spoke with experts in the arts, design, and marketing to see how these fields have changed […]

NFTs Are Spurring a Digital Land Grab—in Videogame Worlds

The market for digital real estate has been bolstered recently by a pandemic-fueled climb in electronic games and investor excitement around cryptocurrencies. Many see NFT-enabled games as a potential boon for the multibillion-dollar videogame industry.   View  the Complete Article