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Leon Cych

Games and Education / Games as Education | Institute For The Future - 0 views

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    Games for learning Institute with link to onlne lecture
Leon Cych

New SL viewer opens new possibilities for education and more! | 2ndFantasy - 0 views

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    New Second Life viewer opens more possibilities for Education
Leon Cych

Course: Further programming - Alice - 0 views

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    Moodle course using alice for gaming
Leon Cych

SeriousGamePlan - 0 views

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    Brilliant blog for games and learning by Tim Major
Leon Cych

Computers in schools could do more harm than good - Telegraph - 0 views

  • When you read a book, for example, you go on a journey. There is a sequence imposed on you by the author. There is a beginning, and something follows from that – you are introduced to the characters, you begin to empathise with them, and so on. You have to read the book in a certain sequence, rather like a sentence itself, and the journey actually takes you somewhere. Contrast this with a computer game in which a child must rescue a princess. There is no real empathy for the princess, only the buzz of the rescue itself and the process of the game. There is no long-term significance to the characters, because any consequences are reversible. Children don't learn from their mistakes at all. Why bother when you can just click restart?
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    Susan Greenfiled
Leon Cych

Adults, teens and virtual worlds | Pew Internet & American Life Project - 1 views

  • Use of virtual worlds is more common among teens than among adults. In September 2009 we measured virtual world usage among adults for the first time and found that 4% of online adults visit virtual worlds. Usage of virtual worlds is relatively consistent across age cohorts, with 4% of internet users under age 30 and 4% of those thirty and up visiting virtual worlds. Among adults there are no differences on virtual world use related to gender, race/ethnicity, income, or education.
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    Actual figures fro Pew report
Leon Cych

After Frustrations in Second Life, Colleges Look to New Virtual Worlds - Technology - T... - 2 views

  • Indeed, a recent survey by the Pew Internet & American Life Project found that only 4 percent of American adults spend time in virtual worlds.
    • Leon Cych
       
      http://www.pewinternet.org/Reports/2010/Social-Media-and-Young-Adults/Part-3/5-Adults-teens-and-virtual-worlds.aspx?r=1 - for mlore detailed demographics - I thought they were being selective with the demographics - they do say "adults though but it is a skewed picture.
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    Looking at more bespoke Open Sim Immersive Environments
Leon Cych

From Second Life to authentic educational Virtual Worlds? « Tony Bates - 1 views

  • The article suggests that there is still a long way to go before virtual worlds have the tools and functionality needed for education. Ominously, it even raises the question whether: ‘the very notion of virtual worlds is flawed. Maybe 3-D online environments are just one of those technologies that sound cool but never fully materialize, like personal jetpacks.’
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    Suggestions that VW aren't up to it yet or will ever be.
Leon Cych

http://joenutt.squarespace.com/educational-research-and-news/2010/2/23/more-drivel-abou... - 1 views

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    Blog that counters 'Games are good for you' culture
Leon Cych

Resources for parents and teachers to teach children Scratch programming - 1 views

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    Scratch Lessons
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