Posts made by Therese Weel

Here is a link to a google group I joined today on Gaming and Learning in Second Life.  I note some of you are already members

http://groups.google.com/group/gaming-and-learning-in-sl

Some other helpful discussion lists are Ben Sawyer's discussions  which can be found at http://seriousgames.org

Serious Games
Games For Health
Games For Change

There is no archive of the second set of lists, at least I  haven't found one so you'll need to sign up to get in the loop.

More later - nite all.

I agree Kaleem,  a game for learning copyright law would be an excellent idea. and  while we are at it another one on how to be a power user on the information highway would be handy as well.

Our interests are a sad fact of human nature,  as the old saying goes - The masses are asses.   I was horrified after discovering the Google Zeitgeist for the first time and learning that of all the topics we could possibly search for on the internet  Brittney Spears and Bradgelina were the top dogs.  http://www.google.com/press/zeitgeist.html

It would be good to have a serious game that disengages us from the trappings of our our reptilian minds and gets us to think more productively.
Hi Dierdre

Thanks for offering these links.

I watched the times are changing exponentially.  Food for thought.  We are truely a global village and the population of the world is increasing at an exponential rate as well.  This poses some challenges in terms of our environment and our well being. 

It is a lucky coincidence for the human race that connectivity is a positive tool that has kept pace with these exponential changes.   However just being connected is not enough.  We need  to help each other develop and the soft skills for new problems and situations that we may find ourselves facing in the future.

Cutting and pasting from your blog post below - these points certainly do apply across the board for adult learners not only for formal training but for do it yourself learners like me.  It reminds me how important it is to immerse yourself in an information environment that supports you in what you want to achieve.

I'm wondering if children also need this type of environment.  I recall Sesame Street was too noisy and busy for me and I much preferred  Mr Dressup.

 Is there anyone teaching primary grades who can shed some light here?


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According to Susan El-Shamy in her book Training for the new and emerging generations, digital natives learn differently. They need:

1. fast paced, highly stimulating presentations
2. increased interactivity with the content and each other
3. information that relates to the learner’s world
4. multiple options for obtaining knowledge.

Medical education can respond to the needs of these students by increasing the amount of :

• multimodal content (graphic, auditory, hands on)
• active learning (read, write, discuss)
• experiential/contextual learning (job shadowing, simulation labs)
• problem based learning, team projects.



Well,  time to just jump to the core of the matter here and post about  value of serious games.  

I gathered some notes the other day  and organized them into 4 main categories.  I note that my summary overlaps  serious games and virtual worlds.  Wishful thinking on my part. I'm looking forward to when serious games begin to overlap more fully with virtual worlds. 

I feel compelled to paraphrase after reading the welcome thread and our varied interest in these topics. It seems Serious Games engage us and help develop our skills  While Virtual Worlds  help us explore to our creative side and our sense of self.

I invite you reflect and refine.

A Pathway For Learning
  • Allows learner to create a unique mental model
  • Empowers through governance of game play
  • Enables a clear learning pathway
  • Internal versus external control
  • Provides a blended learning in a socialising environment through audio, visuals, avatar P2P
A Tool to Construct Knowledge
  • Challenge attitudes and assumptions
  • Identify blind spots and knowledge gaps
  • Build knowledge, decision making, contingency skills
  • Create excitement which anchors retention
  • Providing individual and organizational ROI
A Venue to Refine our Identity
  • Develop confidence, self-esteem and identity.
  • Especially true in  role playing games, 3D,  persistent multiverses where the player develops and projects an identity
  • Player may assume different character traits and experiences the results first hand.
  • Practice makes perfect.

 A Safe Place To Explore
  • The more closely a game simulates the real world the more we engage and benefit from our virtual experience.
  • 3d technology provides improvements in engagement, interactivity and thinking skills.