Posts made by Tia Carr Williams

Firstly, a big thankyou to everyone for their generous contributions to resources and threads for Serious Games week.

This week we will focus on Virtual Worlds, the proliferation that abounds, the themes and capabilities that will shape the future of education and training.

Initially, it would be appreciated if we could know what experience everyone has to date of VW, simulations and kindred environments or 3d creations to get a grasp of the general knowledge level, then we can build around that.

 

 

Tiaka Kobeshimi (aka moi meme) catching some rays in SL.

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Id like to thank Ron Edwards for a wonderful presentation in Boracay today. A very good turn out of attendees created a good conversation flow despite skypecast difficulties.

A special thanks to Nick for the use of Boracay, to Therese who facilitated despite the odds and to Olha who caught the latercomers and directed them back to base.

Don't worry if you missed this event, Ron has graciously offered to host a trip to 'There' soon and we will post details in the next day or so.

We also have a presentation scheduled by Margaret Corbit who will showcase an Active World environment next week also.

We are very fortunate to be able to experience these different 'worlds' and be able to draw our own conclusions and 'compare and contrast' the benefits of each.

Tia

Therese,

Thankyou very much for setting up the logistics.

I think I sent you the wrong email address, it is in fact Tia@Tycoonsystems.com

Everyone is very welcome to Boracay Island tonight...so we look forward to seeing you all.

Best

Tia

Generation N thinks in fundamentally different ways from previous generations, who have not spent thousands of hours engaged in small-group digital competitions. Gaming in the science classroom has the potential to deeply engage students, while providing a natural forum for integrating technology with dynamic visual representations of the natural world. Teachers using an application created for online chat (ActiveWorlds) can design 3D simulations and upload them to the Internet without paying the high price or acquiring intense knowledge of computer programming or 3D wire-frame design. Games designed in this application won’t be as rich as costly commercial games, but the environments can be modified based on the skill level of the competitors (students) involved.Students today use virtual communities to discuss shared interests (communities of interest), to develop social relations (communities of relationships), and to explore new identities (communities of fantasy). ruckman and Riner found that text-based virtual worlds support constructivist learning through meaningful collaboration and interactivity. They proposed that 3D simulations, as well as allowing the visual learner to be immersed in a 3D setting, should have a text-based chat module.

Virtual reality research suggests that participation in a 3D environment also supports the constructivist paradigm of instruction and may bridge the gap between experiential learning and information representation.

(source article)

Preliminary Skills: Basic Literacy -- the ability to read and write Technical Skills -- the ability to operate core technologies and tools desired for specific projects.

Multimodal Literacy -- the ability to process information across multiple systems of representation.

Emerging Skills:

Play -- a process of exploration and experimentation.

Performance-- trying on and playing different identities.

Navigation -- the ability to move across the media landscape in a purposeful manner, choosing the media that best serves a specific purpose or need, or which might best provide the information needed to serve a particular task.

Resourcefulness -- the ability to identify and capitalize on existing resources.

Networking -- the ability to identify a community of others who share common goals and interests.

Negotiation -- the ability to communicate across differences as you move through a multicultural and global media landscape.

Synthesis -- pulling together information from multiple sources, evaluating its reliability and use value, constructing a new picture of the world.

Sampling -- mastering and transforming existing media content for the purposes of self and collective expression.

Collaboration -- sharing information, pooling knowledge, comparing notes, evaluating evidence, and solving large scale problem.

Teamwork -- the ability to identify specific functions for each member of the team based on their expertise and then to interact with the team members in an appropriate fashion.

Judgment -- the ability to make aesthetic and ethical evaluations of media practices and to reflect on your own choices and their consequences.

Discernment -- the ability to assess the accuracy and appropriateness of available information.

These skills each lie at the intersection between the self and others. These are cultural skills and not individual skills. The goal is communication and participation, not simply self-expression, and that requires an understanding of the impact of one's ideas on others. Any ethical framework we develop should emerge from this understanding that media may have been personalized in the early 1990s but it is now collaborative and communal in an era of networked and mobile communications technologies.