Virtual Education
Virtual education is a multi-billion dollar business and maintains a firm place in the world of E-Commerce. It is a mode used by educational institutions, the military, professional organizations, commercial companies, and others to inform, educate and interact with students, consumers, and participants. Second Life® is the most well-known forum for virtual education for many colleges and universities, but it is not the only virtual environment used for educational purposes. Many organizations such as the military have developed their own virtual training and education frameworks (See Ciaramitaro and Jones, Chapter 7). Conferences and seminars offered by professional organizations and business consortiums are increasingly using the virtual environment to attract its participants. Even virtual worlds embraced by children provide many educational aspects such as the “working” experience in the Webkinz world. This chapter will discuss the varying ways that virtual worlds have been incorporated into education. The authors will examine several virtual worlds to see what they offer in terms of content and user experience. They will also examine virtual education from the faculty and student perspective, and investigate how it compares with traditional forms of teaching and learning. As is true in all virtual worlds, within the education domain there are issues and challenges that must be addressed before full-scale adoption is achieved and we will discuss several of these. The authors will conclude with an examination of what the future holds for virtual education.