The document discusses emerging technologies being used in classrooms, including virtual worlds, gaming, social networking, mobile learning, and web 2.0 tools. It provides examples of how these technologies can be used educationally, such as allowing students to virtually visit places they are learning about, collaborating on problem-solving activities, and developing their own virtual worlds and games for learning. Trends in how students currently use virtual worlds for both educational and social purposes are also examined.
44. They can visit places in virtual worlds that they are learning about in class and may never get the chance to see in real life. http://www.beyondspaceandtime.org/FCBSTWeb/web/index.html#link =
46. They can work collaboratively in virtual world using problem based learning to solve real life problems as in Harvard’s River City project. http://muve.gse.harvard.edu/rivercityproject/