Here’s a slightly modified/mockified version of a recent Chronicle article. Some deletions. My additions in italics. College students were given the chance to ditch a traditional classroom for an online virtual world. Fourteen out of fifteen declined. The fifteenth student was required to return to K12 education to have the rest of the curiosity and spirit beaten out of her. “We’ve taken great steps to make sure all that spirit is gone by 12th grade.” Lamented Ms. Demeanor, a local principal. “I don’t know what could have happened. We failed her. There’s nothing else I can say.” When Catheryn Cheal, assistant vice president of e-learning and instructional support at Oakland University, was designing a course on learning in virtual worlds, she thought the best way to research the topic would be to immerse her class into one such world. Her thought was that the “motivating factors identified in games, such as challenge, curiosity, control, and identity presentation” would help the course along. “Of course she wasn’t thinking,” writes Ms. Demeanor. “How could they adapt to such an environment when we’ve spent so many painstaking years doing just the opposite? Where were the tests? Where were the lectures? She could have killed them.” While the interactive style could be fun, Ms. Cheal’s students worried they were having too much fun. Students […]
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A fun thing to do would be to take this idea, show them the parallels between the people and their avatars then have the students create the avatars that characters from a novel or out of history would have made had they been able to. They would then explain why they chose the various aspects of the avatar. You’d get a lot of deep thinking going on with that.
Tom