background preloader


Facebook Twitter

Challenges sur Twitter : "L'impression #3D, un marché lucratif en pleine croissance >> L'impression 3D, un marché lucratif en pleine croissance. La technologie de l'impression 3D qui permet de reproduire à l'identique un objet en adoptant des formes complexes est un secteur en pleine croissance sur un marché lucratif qui s'étend de la santé au jouet, en passant par l'aéronautique et l'horlogerie.

L'impression 3D, un marché lucratif en pleine croissance

D'abord réservée aux professionnels et aux industriels, cette technologie est désormais également proposée aux particuliers avec la commercialisation d'imprimantes 3D accessibles à tous ou des sites web qui reproduisent des objets à la demande. L'impression 3D a été inventée au même moment (en 1984) en France et aux États-Unis mais ces derniers représentent 38% du nombre d'imprimantes 3D, alors que la France n'occupe que le 7e rang mondial, avec un peu plus de 3%, avait indiqué en mars le Conseil économique, social et environnemental (CESE).

Les Etats-Unis comptent les deux leaders mondiaux du secteur, 3D Systems et Stratasys. Des marges de progression pour les entreprises françaises. Jean-Paul BOUTELOUP sur Twitter : "3 opportunités pour bien démarrer dans la vie active #1job2boss #3D 3D photo by jpbadecco. Virtual Worlds on Demand. Sculptris. Focus as an artist on pure creativity Enter Sculptris, a fun and engaging way to start off your digital sculpting journey!


If you're new to the world of digital sculpting, Sculptris is the ideal ground on which to get started. If on the other hand you're experienced in CG, we offer you ZBrush. With our award-winning software, ZBrush, released more than a decade ago, Pixologic, makers of ZBrush and Sculptris, has become recognized for bringing ground-breaking innovations into the world of digital art. Sculptris Artist: Taron Baysal Sculptris Artist: Barry Croucher Sculptris provides an excellent gateway into the exciting world of 3D. Take your art to the next level ZBrush is the most widely-used digital sculpting application in today's market and is the industry Standard. In the classroom: Digital game-based learning in second language acquisition. (David Neville)

IF only » Interactive Fiction and teaching English as a foreign language (TEFL/TESOL) Gamification Wiki. Lunar Quest. Are Virtual Worlds (still) Relevant in Education? This is the question that was posed to me when I was invited to write this article for eLearn magazine.

Are Virtual Worlds (still) Relevant in Education?

Having been involved in the effort to leverage virtual worlds (VWs) in education since the early days, I think I've seen the idea run the gamut of reactions. From early unknowns, to excitement, to evangelism and early adopters, and to today's somewhat jaded and cautious reactions, VWs in education have been on the rollercoaster of Gartner's Hype Cycle. Back in 2005, the growth of Second Life (SL), which was the first social virtual world without overt MMORPG game mechanics, seemed to herald the age of educational virtual world use. SL got the attention of educators because it wasn't a "game" and allowed users to build environments and programmed objects along with social interaction. Sudden increased awareness of the platform served as a "Technology Trigger" that had instructional technologists and educators clamoring to collaborate on ways to utilize this new tool. The Economy. Journal of Virtual Worlds Research. About The Journal of Virtual Worlds and Education.

What Is The Journal of Virtual Worlds and Education?

About The Journal of Virtual Worlds and Education

The Journal of Virtual Worlds and Education is a trans-disciplinary academic journal that offers a publication venue for articles and authors examining issues, ideas, and research inspired by the intersection of emerging virtual worlds technologies and education. The Journal maintains the highest standards of peer review and seeks to attract and engage new and emerging authors and scholars across the globe. Fernando Cassola in Virtual Worlds.

Real Learning In Virtual Worlds - RiskWiki. Dalgarno. Introduction In recent years, tertiary educators have seen a rapidly increasing demand for flexibility in the way that learning experiences are delivered or facilitated (Dean, 2002).


One of the key implications of this demand is the need for innovation in the design of learning resources as an alternative to face-to-face classes. Alongside this change has been the widespread acceptance of constructivist theories of learning, which emphasise the importance of learners "actively interpreting and constructing individual knowledge representations" (Jonassen, 1991, p.5).

Information and communication technologies can be important in the process of adapting to the new demands, as they have the potential to make learning resources more accessible, to allow a greater degree of individualisation and to make the learning process a more active one.

Second Life

Educational Games Part III: Their ‘Educational’ Characteristics. By Michael Biocchi [See Educational Games Part I: A Way to Make Even Math Fun and Educational Games Part II: Using New Technologies in the Classroom.]

Educational Games Part III: Their ‘Educational’ Characteristics

A game is not “educational” just because it involves a few puzzles or steers away from violence. An educational game has to have certain characteristics beyond the obvious one of helping students learn. It can be argued that, in some way, all games help people learn. Even a violent fighting game can help with hand-eye coordination (Roach). The best educational games in my opinion are those that are based on textbooks. So now that we know what material is going to be covered in the game, we still need to know what makes the game educational. The story does not have to be elaborate, for example, involving kings and queens, but it should have some sort of flow between levels. Jane McGonigal: Getting Serious about Games #ASTDTK12. Jane McGonigal, author of Reality is Broken: Why Games Make Us Happy and How they Can Changer the World opening keynote at ASTD TK12.

Jane McGonigal: Getting Serious about Games #ASTDTK12

These are my live blogged notes. 1 billion gamers right now (‘gamer’ = plays more than 1 hour a day) Shared some mind blowing stats about how much people play games (hard core Call of Duty players play one month of full time work a year – 170 hours!) Angry Birds – we want to solve problems, we want to be engaged. ‘the opposite of play isn’t work – it’s depression’ Disciplina: LEARNINGAMES. Resources on Virtual Worlds and Games for Learning.