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Using Virtual Worlds for Learning
Abstract
Virtual worlds for adults (e.g. Second Life), youth (e.g. Habbo) and children (e.g. Whyville) have a great potential for learning and teaching practices for enriching wider public and engendering collective experience and collaboration. Informal learning environments such as virtual worlds offer people various intellectual and sensory activities or »peak« experiences, according to Gogala. Virtual worlds promote social interaction and offer visitors an opportunity for various interactive activities which can sometimes not be realized in real life corporate learning and training which is one of the major concerns for large companies. Adults can explore and learn in a different way and from a different perspective. Virtual worlds represent a new medium that allows people to connect in new virtual ways and offer new challenges in the corporate educational field.
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