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    « Universities are Adopting Virtual World Learning. Why Aren't Primary Schools? | Main | How Broadband Internet Will Help Liberalize Developing Nations »

    11/09/2009

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    I'm a a very big booster of virtual worlds, but a lot of this hype is coming from educational consulting companies who see this as a lucrative area for them to get expensive consulting contracts, which we already have too much of in the NYC school district.

    Say, when you pay taxes in NYC, and send *your* children to NYC schools the way *I do,* I might expect you Washington lobbyists on the Digital Beltway to come set policy here. Until then, *back off*. our kids already spend too much time in worlds like World of Warcraft and the educational value is far from proved by actual independent peer-reviewed academic research as distinct from the lapdog tech media's hype and game company paid-for studies.

    A 2003 study is already terribly out of date given the huge inroads that virtuality has made into the public mindshare.

    A key problem of these efforts is that instead of studying the new media and finding ways to use it for valid educational work, a lot of desperate educators and their eager consultants are rushing after kids who won't go to school anymore and trying to capture their attention with gimmicks and dumbing down the curricult to shortened attention spans.

    What you don't realize because you likely don't have kids and don't see how these programs really work (I do, and I have) is that lazy teachers and administrators who cannot be fired under union rules reduce their already light workload by plunking kids down in front of computer terminals and letting various hired consultants take care of them -- who often merely install games or survey gimmicks in order to get more hits to web pages where advertisers pay them.

    In one such program, my son spent the summer playing World of Warcraft and filling out those Netflix type surveys which resulted in our household being spammed with phone calls and junk mail for months. Even he was upset at what a scam it all was, and actually got his peers to come and see Second Life, where he at least had a content making business and store where some lessons in business could be learned as well as in digital design work.

    These programs cry out for monitoring and vigorous debate before they are just plugged in to get somebody a fee and relieve somebody else of a workload.

    Prokofy --

    Yes, some of the virtual worlds platforms are expensive and require high-priced technology consultants and licensing fees. But there are also plenty of home-grown, open-source work being doing by teachers themselves -- like the SLOODLE project and the various things happening on ReactionGrid.

    Neither of my kids plays World of Warcraft - but they both know the basics of the OpenSim (and SL) building tools and starting to learn in-world scripting. Virtual world scripting is a great, easy fun way to learn programming -- way better than the BASIC I learned back in school.

    Because of their age, I'm not allowed to take them to visit the museums or some of the other spectacular builds up in Second Life -- but as more of these migrate to OpenSim, they will become more accessible to a wide audience.

    Meanwhile, my daughter has already spent time on FrancoGrid (based in OpenSim), where she can practice her beginners' French on actual French people.

    We don't spent any money on this. The OpenSim we run on a home computer -- the Diva Distro, four regions in a megaregion -- costs us nothing. FrancoGrid is free and open. ReactionGrid is free to visit (and PG!) -- and region rentals start at just $25 a month, more than accessible to educators.

    -- Maria Korolov
    Editor, Hypergrid Business
    (http://www.hypergridbusiness.com)

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