Posted by: | 22nd Nov, 2012

Virtual world dangers

Virtual World Dangers….
Okay, as a bit of a tech geek and a member of a MMOG household I get pretty fired up about how great it would be to integrate a virtual world into my f-f classroom. Just reading some of the advances many of you are making in this arena is enough to get me slightly woozy at how it’s going to play out. Coolness factor aside – I can’t help but feel that their are so many “teachable moments” available from helping students to become digital citizens and learning about being involved in this context: gaming or educationally.

But then I start to go to the dark side

And think about the issues that are emerging with youth right now and cyberbullying….gaming addictions…over active peer networks….digital marginalizations & divides etc..etc.. I really need to ask myself, not if I am ready and willing, but are the students that I work with ready and willing. And how would the parents and the school boards react to such changes? And should I incorporate their feedback?

I have recently come from a very reserved technological district. And I think that it’s made me hyperaware of some of the issues that may arise given a virtual world teaching concept. For example, how would I instill digital citizenship in the students that I teach? Would this be something that I had to introduce and moderate, on top of designing the VW classroom and implementing the curriculum?

As impressed as I am by what I see from everyone else’s adventure into this arena, and as excitied as I would be to get involved as a part of a team, I do find it hard to imagine effectively creating such a venue as a lone-wolf in a big system.

PC

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