The Value of Serious Games and Virtual Worlds
- Chart the landscape and explore the tangible value of serious games and virtual worlds.
- Join Tia Carr Williams and Therese Weel for a series of peer discussions
- Register at: SCOPE (The SFU Community of Practice for Educators)
- When : April 4th to 24th 2007
Week 1: Serious Games Intensive
Serious games are interactive learning tools which have a persuasive or educational purpose. In a simulation, we are immersed in the processes we wish to master and immediately experience the consequences of our actions. In a multi-player game, our acquired skills are tested against human opponents. We are more likely to remember an experience when we are engaged and having fun.
Our manifesto for the week
- Share resources and our experiences with serious games and simulations.
- Chart the landscape of serious games ranging from k-12 educational software, persuasive games, simulations and MMORPG's
- Explore the value of serious games and how we can use them more fully.
Week 2: Virtual Worlds Intensive
Usability is a key factor in moving us from passive users to creative explorers of technology. With a more life-like interface, we relate to, and engage more fully in our virtual environments. Just as moving pictures brought books to life, virtual worlds bring immersive learning to the masses.
Our manifesto for the week
- Map the terrain of and within virtual worlds and share your experiences.
- Join us on a virtual field trip and share your thoughts.
- Explore the value of virtual worlds and how we can use them more fully.
Week 3: Moderated Afterthoughts
- The best conversations start just as the conference ends.
- In the third week we will create and continue discussion threads of interest to the group.
- At the end of the session, you will receive a brief summary of the topics and links we explored.