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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.
Vahid Masrour

FRONTLINE: digital nation: our latest: is "halo" the army's best recruiting tool? | PBS - 0 views

  • We just came back from a shoot at the Creech Air Force Base, where we interviewed pilots who spend their afternoons tracking and sometimes killing insurgents and are home in time for dinner.
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.
Simon Brookes

Novels 'better at explaining world's problems than reports' - Telegraph - 0 views

  • Storytelling is one of humanity's oldest methods of possessing information and representing reality. The stories, poems and plays we categorise as literary fiction were once accepted in much the same way that scientific discourse is received as authoritative today
  • useful tool in aiding people's understanding, sparking their interest, and humanising issues
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.
Lisa Linn

sigve - home - 5 views

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    New ISTE SIG for Education in Virtual Environments
Gaby K. Slezák

The SLENZ Update - Second Life Education in New Zealand - 0 views

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    No 83, May 16, 2009 « It's all a question of "presence". an issue which is hotly debated by educators in Second Life and other virtual worlds and which is seen as the key to virtual world learning success, when compared with other on-line technologies.
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