Gaming helps students hone 21st-century skills - 0 views
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Online gaming can help students develop many of the skills they'll be required to use upon leaving school, such as critical thinking, problem solving, and creativity, agreed educators who spoke during an April 16 webinar on gaming in education.
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gaming and simulations are highly interactive, allow for instant feedback, immerse students in collaborative environments, and allow for rapid decision-making
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repeated exposure to video games reinforces the ability to create mental maps, inductive discovery such as formulating hypotheses, and the ability to focus on several things at once and respond faster to unexpected stimuli.
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ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insi... - 0 views
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Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched.
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The top motivations for investment in immersive technology in 2008 /1Q 2009 were enabling people in disparate locations to spend time together, increased innovation, and cost savings or avoidance.
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Early implementers are choosing the simplest use cases first. The most common were learning and training (80%, or 53 of 66 respondents focused on this use case) and meetings (76%, or 50 of 66 respondents). Some intend to take on more complex use cases in 2010 or 2011.
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Project Goals : Preserving Virtual Worlds - 1 views
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Project Goals Our goal is to help develop mechanisms and methods for preserving digital games and interactive fiction by 1. developing basic standards for metadata and content representation; and 2. investigating preservation issues through a series of archiving case studies representing 1. early games and literature and 2. later interactive multi-player game environments. Key deliverables includedevelopment of metadata schema and wrapper recommendations, the archiving of key representative content and the development of generalizable archiving approaches for preserving this content. Our approach is intended to address both the pressing need to preserve the bits and available representation information of early and significant works now, and the need to begin to address more difficult issues surrounding long-term preservation of more recent multi-player interactive virtual worlds.
Second Life offers healing, therapeutic options for users - 0 views
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poured out my heart from a place of loneliness and grief. Click click went the computer keys, like the staccato beat of my heart. Clack clack went their replies, their empathy and their own tales of triumph and woe. Via my avatar - the persona I'd created to engage here - I was participating in an "anxiety support group" in the free, virtual world of Second Life.
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When anxiety support group avatars were asked whether they were more honest as avatars than in real life, a wild-haired blonde, Galvana Gustafson (in real life an American, dancer and bassoonist with a master's degree in psychotherapy), put it this way: "My avatar is more honest than myself because the rejection won't hurt as much."
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No wonder analysts at Gartner, a leading technology research company, predict that three years from now 8 in 10 Internet users will work or play in virtual spaces.
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Personal anecdote of seeking support in Second Life. It is written by a journalist and addresses a lot of the issues from several sides - including advice from various mental health practitioners and comments from volunteers as well as some real insight into the world of SL and relating it to the public.
Accounting for Second Life - 0 views
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Second what? Second Life is a virtual 3-D world on the Internet. Think of it as the marriage of online video game technology and social networking tools, like MySpace and Facebook, with e-commerce potential. It is not really a game and isn’t intended for children.
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Public accounting’s presence in Second Life is called CPA Island. CPA Island may be a way to attract the next generation of young professionals to careers in public accounting.
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Second Life is a global phenomenon. Reuters estimates that only 31.2% of active Second Life users are U.S. residents. The majority of active users (more than 54%) are from Europe. Second Life usage is so pervasive in Korea, for example, that it is beginning to impact the country’s social agenda, according to virtual world expert Edward Castronova.
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eslteacherlink.co.kr - About us - 0 views
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n January 2007, Eslteacherlink.com constructed English Village, an immersive 3D simulation for language learners and teachers across the globe! At English Village teachers meet students in REAL TIME, using an avatar, Virtual white boards, VOICE, 3D objects, and role playable holodecks to provide 21st century learning.
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Futuristic, yet Practical Instead of keeping our island flat, and having the majority of our buildings on the ground level, we have situated 13 glass classrooms along a 120 meter high, horse-shoe shaped mountain ridge. Below the steep mountain ridges, lies a welcoming sandy beach that reaches out into a c resent moon shaped bay area. This large open space is used frequently by our teachers for special learning activities, such as market place and carnival role play scenarios.
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The Onion Our meeting area is in the shape of an Onion, and is constructed of 100% virtual pink stained glass. We actually never planned to use a giant onion as our central meeting area... but it actually does a great job of representing the organic nature of our island ~ We build. We make mistakes. We learn.... and sometimes we cry! So.. an onion - is perfect. Everyone begins in the onion. When an avatar teleports to our island for the first time, thats where they land - smack dab in the center beautiful pink wonder. Around the edges of the onion are several multi colored hamster tubes sprouting out - connecting to each holodeck classroom. Inside the hamster tubes are convenient People Movers - you know, the ones you see at the airport. Here, avatars just click on the red loading ball, and they are instantly moved along the pathway 100 meters to their destination. This saves virtual transport time.
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SILS-ETD: Item 1901/385 - 0 views
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Collective Tagging of Places in the Multi-user Virtual Environment of Second Life
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Life is a multi-user virtual environment, i.e., a world made up of virtual places and avatars that move among and interact in those places. Thirty-one users of Second Life were surveyed about one place in which they are members: Terra’s Nude Heaven, a virtual nude beach. The purpose of the survey was to determine what types of terms users would select if they could tag a particular place and how these terms correspond to the tags actually assigned by the owners of the place. The questionnaire data was also analyzed for difference in tag selection by gender, educational level, age, and country of residence. The data indicate that keywords rated as most important by the users of a place differ considerably from the keywords selected by the owner of a place. The data, moreover, demonstrate that the choices of the study population remain consistent across groupings by gender, educational level,age or country of residence.
Medical education in Second Life: it works : The Metaverse Journal - Virtual World News - 4 views
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