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Katy L

Ed/ITLib Digital Library → Learning through Design and Construction in Multi-... - 3 views

  • Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE.Retrieved from http://www.editlib.org/p/34325.
  • Andrew Cram, John Hedberg, Macquarie University, Australia; Katy Lumkin, Jan Eade, NSW Department of Education and Training, Australia
  • There are now several implementations of multi-user virtual environments (MUVEs) that have produced evidence of their educational validity. These implementations, however, do not make full use of the educational possibilities offered by MUVEs – namely the potential for students to learn through design and construct of artefacts within the virtual environment. This paper outlines a design-based research project that aims to implement and evaluate a MUVE that focuses on student design and construction of in-world artefacts. The discussion covers theoretical groundings, the challenges of construction and outlines a progression of activities that meet these challenges. An initial pilot study is described and reported.
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    Cram, A., Hedberg, J., Lumkin, K. & Eade, J. (2010). Learning through Design and Construction in Multi-User Virtual Environments: Opportunities, Challenges and an Emerging Project. In Proceedings of Global Learn Asia Pacific 2010 (pp. 1185-1194). AACE. Retrieved from http://www.editlib.org/p/34325.
Cathie Howe

MacICT Game Design - 4 views

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    There are a growing number of teachers and schools using game design to enhance student learning and provide an engaging, motivational tool to assist them in achieving this outcome.
Cathie Howe

Kodu - Microsoft Research - 4 views

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    Kodu is a new visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone. The programming environment runs on the Xbox, allowing rapid design iteration using only a game controller for input.
Virtually Doug

XEODesign - Case Studies - 0 views

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    Game design case studies
Dianne Rees

Blender 3D Design, Spring 2008 - Tufts OpenCourseWare - 0 views

shared by Dianne Rees on 02 Sep 10 - Cached
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    An open-course on how to use Blender software for 3D design
Dianne Rees

3 Barriers to adoption of Serious Games/Immersive Learning Simulations | Kapp Notes - 0 views

  • First, it is important to understand that a game/simulation is not educational just because it is a game/simulation. Instead, a game/simulation is an effective educational tool primarily because of the high level of interactivity and instant feedback. Well designed games/simulations engage the learner in a constant decision making process. The learner is forced to interact and think through the content and then witnesses immediate or near immediate feedback based on his or her actions. So the most critical aspect is not the technology (which is the focus of many when thinking about games/simulations) rather the most critical aspect is the design. The design must be interactive and provide realistic or corrective feedback as the learner progresses and the game/simulation must maintain a balance between anxiety and boredom which is known as the elusive “flow state.”
edutopia .org

Students Design Games and Software Tools to Tackle Real-World Problems | Edutopia - 0 views

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    Students solving real-world problems through gaming.
Natureswalk Au

House and Land Packages with Contemporary Designs - 1 views

When I visited Natures Walk's house and land packages, I have seen the stunning home designs. Homebuyers like me have decided to live in this very nice neighbourhood that has contemporary-designed ...

Mandurah houses

started by Natureswalk Au on 16 Oct 11 no follow-up yet
Virtually Doug

Game design - Marc LeBlanc - 0 views

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    List of "eight kinds of fun"
Virtually Doug

XEODesign - 0 views

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    Game player experience design, research, and framework.
Gaby K. Slezák

Karriere am Computer: Wo Welten und Spiele gemacht werden - Campus - FAZjob.NET - 0 views

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    German article about education in "virtual world and game development" in Germany (not only programming, but Design, teamwork, project management etc.). One example is the Hochschule für Bildende Künste (University of Art) Braunschweig, http://www.hbk-bs.
Cathie Howe

KODU Game Lab - 2 views

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    Kodu is a visual programming language made specifically for creating games. It is designed to be accessible for children and enjoyable for anyone.
Keith Sweat

Best Mandurah Houses - 1 views

I was amazed when I visited Natures Walk house and land packages Perth which have stunning home designs. Homebuyers like me would surely prefer living in this very nice community inside contemporar...

Mandurah houses

started by Keith Sweat on 10 Jun 11 no follow-up yet
edutopia .org

Play It Forward: New Xbox Games for Learning | Edutopia - 0 views

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    In my work with Microsoft Studios, we acknowledge the power of play and its intellectually enriching value with what we call "playful learning," our approach to designing high quality, intellectually enriching, interactive experiences for children and their families using Kinect for Xbox 360.
Scott Merrick

Innovate: Knowledge-Driven Design of Virtual Patient Simulations - 0 views

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    Interesting and substantial new article at innovateonline.info, on virtual patient simulations
Gaby K. Slezák

Researchers Find New Way Of Measuring 'Reality' Of Virtual Worlds - 0 views

  • "This is an important issue," Montoya says, "because we believe that if users feel they are 'present' in the virtual world, they will collaborate better with other members of their team – and the more effective the virtual world will be as a setting for research and development or other collaborative enterprises." In addition, Montoya explains "an increased sense of presence in the virtual world leads to better comprehension and retention of information if the technology is being used for training purposes, and trainees are happier with the process." Montoya is the Zelnak Professor of Marketing and Innovation at NC State. The measurement scale developed by the researchers for the virtual world is called Perceived Virtual Presence (PVP), and factors in how users interact with the virtual environment, with their work in that environment, and with other users. "Now that we have developed the PVP scale," Montoya says, "it can be used to determine what PVP levels are most conducive to training, collaboration or other applications." Effectively, the PVP scale can be used to design a virtual environment that has the degree of reality that will best cater to a company's specific needs.
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    The measurement scale developed by the researchers for the virtual world is called Perceived Virtual Presence (PVP), and factors in how users interact with the virtual environment, with their work in that environment, and with other users.
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