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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.
Virtually Doug

XEODesign - 0 views

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    Game player experience design, research, and framework.
Lisa Linn

ILTweb - Publications - 0 views

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    Research Papers on Gaming, VR and Learning
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.
Cathie Howe

BBC News - Video game success may be in the mind, study finds - 4 views

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    Researchers show that gamers have bigger brains!
Ginger Lewman

Gamification - what is it and why is it important? > Smart Insights Digital Marketing - 0 views

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    My perspective until now was that gamification is simply about badges and points, great for start-ups and hot new tech companies like, Farmville, Zynga, Foursquare but not useful for everyday marketers. Having spotted some information around the demographics of social gamers this week, I was really surprised. With a little more research what appears is a whole new world with an awful lot of opportunity for the right brands.
Virtually Doug

Game design - Marc LeBlanc - 0 views

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    List of "eight kinds of fun"
Virtually Doug

XEODesign - Case Studies - 0 views

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    Game design case studies
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
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

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)
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