Vol 2, No 1: Pedagogy, Education and Innovation in Virtual Worlds
This edition of the Journal of Virtual Worlds Research is dedicated to exploring the breadth of designs, pedagogies and curricular innovations that are actually already being applied to teaching and learning in virtual worlds.
GuppyLife, an MMO/virtual world aimed at girls, recently began taking registrants. "GuppyLife is a free-to-play online game community for girls. In GuppyLife you get your very own Guppy, a cute little being, you can care for and play games with."
A new service using SmartyCard allows tweens to earn points playing educational games and then use the points for rewards in virtual worlds that are part of the SmartyCard rewards catalog.
Comtex
SAN MATEO, Calif., March 26, 2009 /PRNewswire via
Second Life citizens visit virtual campuses and take virtual classes.
Supposedly the easiest way yet to create virtual worlds. And they'd be
browser based--meaning they'd be accessible from any internet connected
computer
A blog post and a collection of links related to gaming and virtual simulations in the classroom and lessons learned about technology use to be applied to 2009.
A company is building accurate virtual versions of real cities. Perhaps this
could have applications in foreign language classrooms?