Sarah Smith-Robbins asks whether virtual worlds are (still) relevant in education in the current issue of eLearn.
Sarah identifies many of the reasons why VW have slid in popularity and hype. I think learning technologies (and the people interested in them) are still prone to hype and despondence - augmented reality and gamification to name two of the more recent hype cycles. As the dust settles, there will still be people using VW in education – though unlikely as widely as the hype was leading us to believe.
Sarah’s article does a very good job of explaining some of the key reasons why the recent Second Life centric wave of hype burst – as virtual worlds re-emerge it will presumably be with less wild enthusiasm and a more pragmatic and realistic basis.