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Stephanie Fitzgerald

Learning to fly in persistent digital worlds: the case of Massively Multiplayer Online ... - 0 views

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    This article discusses play in virtual worlds (focusing on World of Warcraft) with an emphasis both on the learning that takes place and the engagement. You'll have to log in with your Harvard ID to get the article, FYI. "Our observation showed that players are motivated by the game's scope, rules, and scenario to create and participate in virtual communities, and share their knowledge with others, while newcomers are encouraged to engage in collective actions, and develop their skill base. We also found that although current MMORPGs have not been designed as instructional tools, they provide an excellent fantasy environment for intrinsically motivating learning, where players can experience the elements of challenge, curiosity, and control [30]." "People engage in pervasive games that use the best of two worlds, the virtual and the physical, in order to offer to its players the sense of maximum enjoyment."
Chris McEnroe

Open Wonderland to be used as catalyst for African education - Hypergrid Business - 1 views

  • We need technologies that are simple to teach and learn for both teachers and students alike.
  • interactive and fun to encourage their interest
  • 3D virtual world technology as a catalyst
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  • 3D immersive education environments will offer significant improvements over the normal face-to-face, traditional teaching and learning styles
  • real-time collaboration across geographical distance,
  •  Virtual Technology for Education (VT4E) will study, implement, operate and support 3D virtual world environments for schools in Nigeria and other regions of Africa, using collaborative, state-of-the-art platforms and toolkits.
  • immersive audio
  • share live desktop application
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    Using open source Virtual World software to intentionally disrupt an education system. A bold vision and I think an opportunity for bold research.
Jennifer Jocz

How 'Avatar' may predict the future of virtual worlds | Geek Gestalt - CNET News - 0 views

  • After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
  • One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
  • The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
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    What i found most interesting about this article was the idea that the popularity of Facebook games has caused a "technological step backward"
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
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  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Chris Dede

Education Week: March 15, 2012 - 3 views

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    Special section of Education Week focusing on virtual schooling
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    This article brings us back to an old unanswered question...how will we assess students to truly capture what they are learning? Online platforms tend to rely heavily on multiple choice. Online course developers will need to be more creative than plain old multiple choice in order to prove the rigor of the online environment.
Ryan Brown

A virtual sail down the Amazon, thanks to Google - 1 views

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    This just looks cool! I can imagine science teachers using it in their classrooms.
Parisa Rouhani

Studies Reveal Why Kids Get Bullied and Rejected - Children's Health - FOXNews.com - 0 views

  • when children interact without the guidance of an authority figure — is when children experiment with the relationship styles they will have as adults,
  • parents should teach social skills with the same tone they use for teaching long division or proper hygiene
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    Children who cannot pick up context and facial cues from peers more likely to face social isolation. I wonder if social gaming environments using avatars as virtual selves help or hinder a child's ability to pick up such social cues.
Chris Dede

SimCityEDU Teaches Students STEM Subjects in a Virtual Environment - 0 views

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    An old game learns new tricks
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