Virtual World & Education
Have you ever wondered of the educational values of the Virtual Worlds?
Think math. Micheal Field, an enthusiatic parent, used the World of Warcraft (WoW) to teach his two children about money management by offering them an in-game allowance for their real world activities such as doing homework or other household chores. This parent plays the game with his children and earns game currency as he plays the game. During the course of game play, his children come across things they would like to have for their avatars such as pets or a new weapon. He doesnt tell them how to spend their in-game allowance but reminds them that if they spend it they will not be getting any more money until their normal allowance date. Also when it comes to helping in household chorus these children get rewards for WoW in game currency for
helping out.
Next Well's Fargo bank had also tapped into area to educate young financial responsibility. In the digital environment of SecondLife, Visitors there can skydive, fly hovercrafts, dance and shop. What Well Fargo offerred were deposit services and where players can save money and it would them earn daily interest - 'The idea, though, is to teach the players to save money--they earn 10 percent per day on "deposits"--and to learn new things about money management through a series of quizzes that, when completed, reward players with $5 of new funds.'
Adapted from MASSIVE MULTIPLAYER ONLINE GAMES AND THEIR VIRTUAL ECONOMIES by Gnume
Think math. Micheal Field, an enthusiatic parent, used the World of Warcraft (WoW) to teach his two children about money management by offering them an in-game allowance for their real world activities such as doing homework or other household chores. This parent plays the game with his children and earns game currency as he plays the game. During the course of game play, his children come across things they would like to have for their avatars such as pets or a new weapon. He doesnt tell them how to spend their in-game allowance but reminds them that if they spend it they will not be getting any more money until their normal allowance date. Also when it comes to helping in household chorus these children get rewards for WoW in game currency for
helping out.
Next Well's Fargo bank had also tapped into area to educate young financial responsibility. In the digital environment of SecondLife, Visitors there can skydive, fly hovercrafts, dance and shop. What Well Fargo offerred were deposit services and where players can save money and it would them earn daily interest - 'The idea, though, is to teach the players to save money--they earn 10 percent per day on "deposits"--and to learn new things about money management through a series of quizzes that, when completed, reward players with $5 of new funds.'
Adapted from MASSIVE MULTIPLAYER ONLINE GAMES AND THEIR VIRTUAL ECONOMIES by Gnume
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