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Ginger Lewman

Daniel Donahoo: Gamification in Education: Should We Play? - 0 views

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    However, in an education system and learning culture so entrenched in standardized testing, the role and value of play and games is still finding a place, which is why the backlash against gamification is problematic, not just in the backlash, but in the way it is reported and then read by those who'd prefer the way we teach our children remains the same.
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.
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.
Katy L

James Paul Gee - Handheld Learning 2009 - 7 views

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    Video of Professor James Paul Gee discussing the importance of situated learning, where images, actions, dialogues and experiences immerse you in this. Where you can marry words to worlds whereas verbal understanding in traditional education is worthless (to understand words you get more words or definititions). Gaming gives you a new tool that will let you surmise new possiblities so you can look at the environment in a new way. Every word is married to an action in a game: WOW, Sims2 or Yugioh. How do you give people a passion? Mentoring and to mentor others - knowledge is dispersible and distributed. Learning is your own responsibility and collaboration and help are essential to learning.
Gaby K. Slezák

PIVOTE - Open Source Authoring for Learning/Training in Virtual Worlds - 0 views

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    PIVOTE is now an open-source project and available for free download and use by anyone.
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    PIVOTE lets you: * Create learning exercises on the web using a simple forms based interface * Create objects in a virtual world such as Second Life which users can use to interact with the exercise * Play the exercise in Second Life, Open Sim, or on the web or even an iPhone. * Port exercises between virtual worlds * Share PIVOTE compatible objects between exercises and institutions * Rapidly edit exercises to create variations, or custom versions for different skill levels * Export student performance data for us in VLEs
Michèle Drechsler

Socialbookmarking and Education. A survey - 2 views

Hello I am preparing a thesis in information sciences and communication at the University of Metz. (France). My research focuses on the practices of socialbookmarking in the field of Education. As...

socialbookmarking Education Survey

started by Michèle Drechsler on 12 Jul 09 no follow-up yet
Syed Amjad Ali

E-Templates - A new approach in Rapid E-Learning Course Development - 0 views

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    Advanced eLearning Authoring Tools have made eLearning Development Easy The rapid and extensive advances in technology have brought on incredible innovation in all fields of human interest. The impact of the same can be seen in the e-learning space, and these days, this specialized segment is breaking new ground continuously.
Gaby K. Slezák

Getting the kids to save the world - ISRAEL21c - 0 views

  • Social networking on the Internet, a growing phenomenon in itself, is changing the way people spend their time. It is the strongest hook in measuring the success of a virtual world site, according to research. "Over 350 million people visit virtual worlds now; 40 percent are kids (over 100 million.) It is a huge market. The under 16-age group is growing more than any other. There are several worlds for kids over 14, but the 8 to 12 year olds are underserved," says Spira. According to market forecasts, the number of users logging into virtual worlds is expected to exceed one billion by 2012, with total revenue $3 billion.
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    Ekoloko is a great example for green virtual worlds for kids. Children care about the world and they are ready to do somehting about it. In Ekoloko they learn about environmental issues and much more just by playing and having fun.
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    Artikel: "Grüne" virtuelle Welten für Kinder sind groß im Kommen und machen Sinn, denn Kinder wollen sich engagieren und können das besonders gut in immersiven, sozialen Online-Spielen mit Abenteuercharakter. Ekoloko ist ein Paradebeispiel (Elf Island ein weiteres)
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

Wizard 101 - MMO for learning - 5 views

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    A MMO for primary classrooms."You're a young wizard being trained in the ways of magic at the Ravenwood School of Magical Arts under the care of headmaster Ambrose. As you learn to use mystical powers, you are tasked with saving the school from the evil Malistaire Drake. Sounds like Harry Potter? Well, it is a lot like Harry Potter; but set in a game system that is a lot more like World of Warcraft."
Janette Eade

mquncon09 / FrontPage - 0 views

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    The MQUncon 09 is a FREE event for educators to connect and share ideas and solutions around using educational technology in learning and teaching. It is being hosted by Macquarie University and the Islands of jokaydia in Second Life.
Gaby K. Slezák

Virtual World Watch » Second Life in UK academia - 0 views

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    Presentation given today at the JISC RSC Northern conference in Virtual Worlds.
Cathy Oxley

Myst - Teaching Ideas and Resources - 0 views

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    "The Myst series of computer games can be extremely valuable teaching tools. The characters, landscapes and storylines used in the game can all be used to enhance learning in a wide range of curriculum areas."
tricasandu

Film Musica Videoclip: Martin Solveig & Dragonette & Idoling - Big In Japan - 0 views

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    Martin Solveig & Dragonette & Idoling - Big In Japan
Janette Eade

Learn 4 Life » Educators in Virtual Worlds on Open Sim - the pioneers… - 1 views

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    This series of posts is intended to be a comprehensive look at the use and development of Virtual Worlds on Open Source technologies in Schools
Gaby K. Slezák

NoviCraft - Teambuilding in a virtual world - 3 views

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    NoviCraft has been developed through academic research on leadership, social interaction, collaborative learning, and management. Based on the Unreal engine.
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    NoviCraft is a teambuilding and leadership solution, which guarantees immersive and emotional attachment for the learning event. NoviCraft is based on off-the-shelf multiplayer 3D game technology. It is an excellent awareness application for trainers, HRD specialists and consultants for assessing, building, and developing leaders, teams and team work in modern organisations.
Gaby K. Slezák

Second course: KU class meets in online fantasy site - 0 views

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    Students taking a Kansas University course in digital animation and game creation meet in the virtual world of Second Life.
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    Kansas University classes, blended learning start now
Gaby K. Slezák

Home - VZillion - The New Way To Internet - 0 views

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    Still in private beta, open beta launch March 1 2009
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    Virtual spaces in 360 degrees for work and education.
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