Some common core activities that virtual worlds support are -
1. Editing avatars – The ability to customize one’s digital character.
2. Building and designing content – The ability to create custom content, without any required programming or coding.
3. Scripting content – The ability to create objects and items via programming or coding.
4. Owning land and selling items – The ability to own virtual real estate, and the ability to sell virtual items within the virtual world.
5. Community events – Available community supported or sponsored events within the world.
The virtual worlds shortlisted as being education ready, differ slightly from each other in terms of what core activites they support based on the style of the environment and the target audience.
Active Worlds
This virtual environment targets a general audience and is geared more towards exploration. In this world you can edit avatars, build and design content, script content, own land and have community events. It does not allow selling of items.
Whyville
This virtual environment targets teens and kids and is geared more towards education. In this world you can edit avatars, build and design content and have community events. You cannot script content, own or sell items.
Second Life
This virtual environment targets adults only (18+) and is geared more towards creation. In this world you can edit avatars, build and design content, script content, own land, sell items and have community events.
Teen Second Life
This virtual environment targets teens and is geared more towards creation and social interaction. In this world you can edit avatars, build and design content, script content, own land, sell items and have community events.
Forterra Systems
This virtual environment is geared more towards training, e-learning, serious games. In this world you can edit avatars, build and design content, script content, own land, sell items and have community events.