Student Created Artworks in MUVE: October 2009
- Where there is an emphasis on creative thinking and problem solving with both individual and collaborative projects, across geographic destinations.
- Where student communities can create artworks that do not necessarily fit onto 4 walls and a ceiling. Where the exhibition spaces do not restrict or determine how the artwork is exhibited but rather add to the meaning or enhance the work.
- Where students can design and construct both the spaces as well as the artwork – something you cannot do in the real world.
- Where artworks that cannot be constructed in the real world that the imagination can be unleashed in the virtual world – scale, materials, funding, time restrictions etc.
- Where there is a greater sense of ownership of 2D, 3D and 4D artworks because of the collaborative and immersive experience in a 3D MUVE (Multi User Virtual Environment).
- Where students have the opportunities to truly understand curatorial practice and exhibition design through concept building and experience.
- Where there is an even more meaningful dialogue (between teacher and student) that can be scaffolded around the syllabus for Visual Arts, Visual Design and Photography and Digital Media: artist, artwork, world and audience (Conceptual Framework).
- Where there is in-world interactivity in the experience/study of art/world history – which has already been explored in Second Life.
- Where students can document the process (individual or collaborative) in a dynamic and fluid way (using Edmodo, Twiddla, Wikis) than a traditional and stand-alone paper sketchbook.
- Where collaborative projects have a global purpose like Yoko Ono’s Imagine Peace Tower – where students can reflect upon and leave their mark.