The future of collaborative learning in virtual spaces
The time has come to redefine classroom learning. There has been an explosion in usage of massive multiplayer online games like World of Warcraft by Blizzard Entertainment with over 6 million subscribers, and virtual environments
like Second Life by Linden Lab that is adding an estimated 60,000 accounts each month.
These environments have revolutionized the way we think about virtual interaction and multi-modal collaboration, mixing virtual reality and actual reality with shared intentions. As educators we must now reconsider the implication of
our reliance on classrooms with four walls. If we are able to leverage what we now know about these rapidly growing virtual environments we can reach entirely new audiences with little additional effort.
To see more about each separate phase of this project click on the links below!

Phase 1: Teaching about VR |
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Phase 2: Mixing virtual and real interaction |
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Phase 3: Designing a unified environment |
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