With over
100 + virtual worlds for kids in development or in beta, it's very clear that many outside the educational community see the potential for youth engagement in these spaces.
Currently, the majority of kids' virtual worlds are rooted in the mini-games/coins/consumption cycle that does little more than train kids to be consumers (see:
Virtual Worlds are Still Unwritten: Can We Move Beyond Consumption? or
Can educational virtual worlds for kids work?.)
Increasingly, this potential is being recognized by those inside the world of education as more educators explore virtual worlds. Thankfully there are alternatives like
Quest Atlantis,
Knight Elimar’s Last Joust and others.
With these two models of virtual worlds (consumer-focused vs edu-focused) vying for the attention of young learners, what challenges or opportunities do you see on the horizon for educators wishing incorporate these spaces into their classroom?
How will we get students to engage with edu-focused vws with the same enthusiasm as a commercial vw? How can we facilitate learners to think critically about the messages these media are reinforcing/challenging?
Just some thoughts to get the discussion going. Please add your views, resources and opinions!
Tags: atlantis, education, elimar, feedingchange, kids, knight, knightelimar, quest, questatlantis, shapingyouth, More…virtualworlds