Your Campus Knows No Boundaries in Virtual Worlds, Where Teaching, Research, Student Recruitment, Fund Raising and Innovation Escape Real World Limitations

October 2008
Community College Week;10/20/2008 Technology Update, p4
The article focuses on virtual worlds and how it represents an environment for universities and colleges to teach, perform research, teach remotely, recruit new students, raise money and connect with anyone, anywhere. Virtual worlds which are originally conceived for video games, are shared environments, running on networked computers, where users interact with one another through a simulated, 3D world. An introduction to virtual worlds is provided, as well as their common strengths and pitfalls.


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