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What virtual worlds are appropriate for kids?

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What virtual worlds are appropriate for kids?

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I’ve seen a lot recently about virtual worlds and virtual learning environments and their possible benefits for learning and the development of academic and social skills. I’d like to explore these tools in my classroom, but I’m not sure where to find appropriate ones for younger students. Can you suggest some virtual worlds or similar online activities?

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Many schools and teachers are beginning to think about how to harness their students’ innate interest in gaming for educational purposes. With the popularity of virtual worlds like Second Life, many companies (including the makers of Second Life) have set about to create similar platforms appropriate for a younger audience. Virtual worlds and simulations for kids represent a continuum of educational benefits. Some are clearly designed for educators, or with educational purposes in mind. Others are designed more for entertainment value than educational merit, and still others fall somewhere between the two. If this is your first foray into using these types of technologies in your classroom, you may want to stick to strictly educational sites such as Whyville or Secret Builders. Generally, such sites will have pages dedicated to teachers and may even include lesson plan ideas or activities for your classroom. For much younger students, check out PBS Kids Island. It isn’t a ‘virtual worl

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Date: June 29, 2009 12:04:19 PM Summary: I’ve seen a lot recently about virtual worlds and virtual learning environments and their possible benefits for learning and the development of academic and social skills. I’d like to explore these tools in my classroom, but I’m not sure where to find appropriate ones for younger students. Can you suggest some virtual worlds or similar online activities? Body: Many schools and teachers are beginning to think about how to harness their students’ innate interest in gaming for educational purposes. With the popularity of virtual worlds like Second Life, many companies (including the makers of Second Life) have set about to create similar platforms appropriate for a younger audience. Virtual worlds and simulations for kids represent a continuum of educational benefits. Some are clearly designed for educators, or with educational purposes in mind. Others are designed more for entertainment value than educational merit, and still others fall somewhere

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