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As the pace of change in the 21st century continues, so too does the development of online virtual spaces. Virtual technology got its start in the computer gaming world, but has now matured into imtnersive interfaces and 313 environments to suit every need. Games, simulations and virtual worlds are now engaging learners around the world in and out of school in multifaceted interactive experiences. Every day there is a new story about online worlds offering new interactive simulations and imniersive experiences. Unfortunately, for those not at the cutting edge of game technologies, all this talk of virtual worlds, avatars, MMORPGs and the metaverse seems right out of a science fiction novel. Yet there are now hundreds of virtual worlds aimed at preschoolers through to adults, with millions of players involved in social interactions and gaming adventures. Following the seemingly limitless opportunities for enhancing learning through using Web 2.0 new media tools, virtual worlds are offering educators challenging new ways of communicating, connecting, sharing and knowing unique to virtual worlds. Virtual worlds are practical places for both formal and informal learning for teachers and students, offering extraordinary opportunities for visualisation and authentic learning. Predicting the future is notoriously unreliable. However, if educators are to shape the future of learning, understand what may be emerging, explore its implications for education and recognise how best to harness these changes for school libraries, the new frontiers of virtual worlds should not be missed for the fun they offer and the innovation in pedagogy they can support. This book explores these possibilities and the growing importance and variety of virtual worlds available for formal and informal learning and teaching.
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