Introducing Second Life for Educators

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Virtual Worlds (VWs) are no longer just the domain of youthful ‘gamers’ operating on the edges of the communications envelope. On the contrary, VWs and their associated avatars are taking a central place in the way that millions of people spend their time undertaking a huge variety of activities including socializing, commerce, business meetings, staff recruitment, testing and model-building, marketing, and yes, acting out their fantasies as well!

A range of training and development activities also take place in VWs, with academic institutions and companies realizing the benefits of having an immersive environment in which participants can interact with each other as well as with their instructor, even if they are thousands of miles apart physically.

The younger teen generation is growing up using VWs (such as Penguin Club, Habbo, Gaia) as an integral part of their social and online lives. Within five years, this generation will be seeking placements at universities and in companies, and it will be as natural for them to turn to VWs as it is for older people today to seek information on the Internet. This implies that educational instutions have a window of five to seven years to develop their VW presence or risk losing market share. Those that invest now have the luxury of relatively cheap ‘research time’. As the younger generation begins to seek educational and job opportunities, the investments required will increase dramatically since demand will outstrip supply.

As part of our service portfolio ASPEL offers introductory sessions, either in group mode or in personalised sessions. These are free to members.

 

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