ABSTRACT

This chapter explores at some of the educational benefits and opportunities that have been afforded using examples of virtual worlds from the following categories. It sets the scene for the use of virtual worlds and then defines the virtual worlds previously listed. The chapter explores what could be meant by the umbrella term virtual worlds. Virtual worlds provide the potential for different approaches to explaining and exploring such concepts. In addition, if students are already using virtual worlds in their own lives then both museums and universities should consider the possibilities of using virtual worlds as part of their education strategies. Perhaps the biggest advantage of virtual worlds above other media is that they are interactive. The chapter describes about the importance of considering why new technologies might be used for projects. The decision to use virtual technologies has been prompted both by an interest in its potential and in a practical concern about departmental timetabling.