Each year, there are more and more avatars in rich virtual environments. These immersive worlds - where the world within the screen becomes both the object and the site of interaction - are on the increase, matching the promise of technology with the creative minds of students. Educators, keen to incorporate the evolving literacy and information needs of 21st century learners, will want to understand the opportunities provided by multi-user virtual environments (MUVEs), massively multiplayer online role-playing games (MMORPGs), and 3D immersive worlds, so as to be able to create more interactive library, educational, and cultural projects. The challenge is to accept that these interactive environments are here to stay and that schools can, and should, embrace learning in virtual worlds. (The Learning in a Changing World series by ACER Press addresses how the process of learning is evolving, including the array of resources available in the digital age, the changing curriculum, and the different teaching strategies needed in order to use new media and technologies. The series presents core areas for teachers, librarians, and school leaders to consider for 21st century learning which are: the digital world, virtual worlds, curriculum integration, resourcing, and the physical environment. All are essential elements to enable and empower students to be lifelong learners and active participants in society.)
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Judy (Morin is Head of Library and Information Services at St Joseph's College Hunters Hill in Sydney. Her professional leadership experience spans primary, secondary and tertiary education, with a focus on pedagogy, curriculum, libraries, and professional development in a technology-enriched learning environment. Judy regularly presents at Australian and international technology and library conferences and seminars. As an award-winning blogger, Judy is passionate about global participation and collaboration. Her ongoing commitment to global projects, including the Horizon Report: K-12 Edition, and the international journal School Libraries Worldwide, ensures that she remains at the forefront of 21st century learning innovation in schools.
Dean Groom is Head of Educational Development Design in the Learning Centre at Macquarie University, Sydney. Dean has a career history in advertising and design, having worked in digital communications media for over 20 years. As Head of Information Technology at a Sydney secondary school, Dean led project-based learning through technology innovation, and began working with international educators using new media and game-based learning. Dean continues to provide professional development for teachers and leadership teams in K-12 environments, as well as in higher education. Dean is a regular presenter at Australian an international conferences and symposia in face-to-face and virtual environments.
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