First of all, as a parent I can see the helpful information provided by a classroom Facebook. I think that this will probably work optimal at the lower educations levels (K-5th) but not so much for middle school and high school grades as much, unless geared towards the students. For parents of elementary kids, the information is useful and elps get parents involved and minimizes repeated questions from parents. For middle and high school levels the responsibility shifts from the parents to the students. I would be afraid that the Facebook information may be relied on too much for that age and could become a substitution for class or will prevent students from being as engaged in class if they know that important class information will be posted later socially.
The virtual learning environment (VLE) through Web 2.0 is the most familiar to me. Since most schools offer online courses the use of this technology is beneficial and not too complex. The use of VLE through 3-D Web technologies, such as Second Life and Active World sound interesting but seems very complex and would require a student to have an interest in that type of simulation. I don't know if we as educators can assume that all students have this interest, even if they do utilize the internet for social networking. The use of virtual worlds and multi user virtual environments through 3-D web technologies seems to take something away from real life for me. My personal opinion is that we as a society utilize a computer and/or phone by texting, emailing, web browsing, and by using a virtual world for education will become more of a way to be removed from society and not be as engaged interpersonally with each other. In the form of a game I think virtual worlds or MUSE can be entertaining if played in moderation. Also, certain classes, such as a business strategy course could utilize a virtual world as part of the class project. I would imagine it if utilized too much there will be students that excel in a virtual world environment but cannot hold a conversation as the communication skills are not practiced enough through the virtual world.
Even the definition in the article by Warburton states "a virtual world provides an experience set within a technological environment that gives the user a strong sense of being there." This gives way to students creating a world which is active learning, yet not "real". The technical components which are graphical requirements and adequate bandwidth could be an issue if a student has limited resources on their computer. There is also the social aspect of true identity and genuineness could also be a concern to users of Second Life. If utilized in the classroom as a VLE, the instructor should convey to the class how to conduct themselves professionally. Another concern that was not mentioned that I have is the rubric or grading of a VLE. Since the virtuaL world has no limits or set standards per say could be problematic for instructors to evaluate participants.
The virtual learning environment (VLE) through Web 2.0 is the most familiar to me. Since most schools offer online courses the use of this technology is beneficial and not too complex. The use of VLE through 3-D Web technologies, such as Second Life and Active World sound interesting but seems very complex and would require a student to have an interest in that type of simulation. I don't know if we as educators can assume that all students have this interest, even if they do utilize the internet for social networking. The use of virtual worlds and multi user virtual environments through 3-D web technologies seems to take something away from real life for me. My personal opinion is that we as a society utilize a computer and/or phone by texting, emailing, web browsing, and by using a virtual world for education will become more of a way to be removed from society and not be as engaged interpersonally with each other. In the form of a game I think virtual worlds or MUSE can be entertaining if played in moderation. Also, certain classes, such as a business strategy course could utilize a virtual world as part of the class project. I would imagine it if utilized too much there will be students that excel in a virtual world environment but cannot hold a conversation as the communication skills are not practiced enough through the virtual world.
Even the definition in the article by Warburton states "a virtual world provides an experience set within a technological environment that gives the user a strong sense of being there." This gives way to students creating a world which is active learning, yet not "real". The technical components which are graphical requirements and adequate bandwidth could be an issue if a student has limited resources on their computer. There is also the social aspect of true identity and genuineness could also be a concern to users of Second Life. If utilized in the classroom as a VLE, the instructor should convey to the class how to conduct themselves professionally. Another concern that was not mentioned that I have is the rubric or grading of a VLE. Since the virtuaL world has no limits or set standards per say could be problematic for instructors to evaluate participants.