Balkin, A. (2008, January 31). Non-Profit Using Techn Non-Profit Using Technology To Teach Kids Real-World
Lessonsology To Teach Kids Real-World Lessons. NY1 News. Retrieved from http://www.ny1.com/content/top_stories/78041/non-profit-using-technology-to-teach-kids-real-world-lessons-
Summary: This article discusses using virtual worlds to teach
students real- world lessons. The non-profit organization, Global Kids, uses “Teen
Second Life” to create islands where middle and high school students can learn
and discuss issues. One program is Beat Bullying where students in America and
students in London are working together in Second Life to create programs to
educate teen on how to stop bullying in their homes and communities. Another area
is Science Through Second Life, where students can perform experiments that
would be too expensive or dangerous for a classroom. The video showed a student
learning about volcanoes; the student was able to fly inside the volcano and witness
what happened when a volcano erupted. That would never be possible in real
life. Besides the science experiments, most of the programs can be done in the
real world. A lot of people wonder what the advantage is to doing these
programs in Second Life. The article’s answer to this is that the teens are
having fun using Second Life, so using that engagement is an advantage to
learning. Also, apart from a few pre-approved adults, only 13-17 year olds are
allowed in Teen Second Life. That means that all the programs are run only by
teens.
Reaction: I thought this article was interesting and agree
that using Second Life has benefits in the classroom. I especially like the
science experiments program; however, educators would have to ensure that it is
accurate if they are using it for learning. I like that the programs are
controlled only by teens. This gives students autonomy and confidence they may
lack in the real world. Another important aspect of Teen Second Life is that
the students collaborate with other students all over the world. This promotes
diversity and may educate students on different cultures. I do, however, wish
the article gave different answers or examples to the question about the
advantages of Teen Second Life. I agree that engaging students while they are
having fun is essential to learning, but I feel there could be better reasons
to utilize Second Life in the classroom.
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