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Nick Yee's HomePage. 15 Minutes of Fame: WoW from the Ivory Tower. The Truants. Article de revue. The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies.

We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Simulation & Gaming -- Table of Contents (September 2008, 39 [3]) The Learning Webvolution - 2008. KinderMathTrails » home. Book. Laval Virtual 2009 - Qu'est-ce que la réalité virtuelle ? CERV. Game-Based Learning. Computer Science: Reflections on the Field, Reflections from the Field.

Computer Science: Reflections on the ... - Google Recherche de Livres. The Wealth of Networks: How Social ... - Google Recherche de Livres. Virtual Worlds: First International ... - Google Recherche de Livres. Get Real: A Philosophical Adventure ... - Google Recherche de Livres. Communication in the Age of Virtual ... - Google Recherche de Livres. Virtual Applications: Applications ... - Google Recherche de Livres.

The Fifth Discipline: The Art and ... - Google Recherche de Livres. Games And Simulations in Online ... - Google Recherche de Livres. Synthetic Worlds: The Business and ... - Google Recherche de Livres. Encyclopedia of Community: From the ... - Google Recherche de Livres. The Reflective Practitioner: How ... - Google Recherche de Livres. The Virtual World of Work: How to ... - Google Recherche de Livres. Islands in the Clickstream ... - Google Recherche de Livres. Exodus to the Virtual World: How ... - Google Recherche de Livres. Intelligent Virtual World ... - Google Recherche de Livres.

Virtual Worlds Review. 2008 Metaverse Tour Video: The Social Virtual World'S A Stage ~ Stephen's Web ~ by Stephen Downes. Virtual world. The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence.[6] Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses.

Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. Sometimes, emoticons or 'smilies' are available to show feeling or facial expression. History[edit] The concept of virtual worlds significantly predates computers. Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland.

Virtual world concepts[edit] Simulation and Gaming in Social Science - Google Recherche de Livres. Gaming; The Fine Art of Creating Simulation/Learning Games for Religious Education. Cyberculture: The Key Concepts - Google Recherche de Livres. Advanced Distributed Learning - News & Events. Science Museums Science Fair Project Ideas Science Education. The Art of Computer Game Design. Error Occurred While Processing Request. Acumen: An Interactive Multimedia Simulation Based on Situated Learning Theory. Back to List of papers Acumen: An Interactive Multimedia Simulation Based on Situated Learning Theory Peter Standen & Jan Herrington School of Management & University Learning Systems Edith Cowan University Abstract This paper describes the development and evaluation of a multimedia simulation for teaching research skills to business students. We describe the theoretical principles used in designing the simulation, particularly situated learning theory which claims a number of advantages for teaching that is 'situated' in the context of real world problems.

Our multimedia package can be related to a long tradition of teaching methods in business that attempt to put theoretical principles into life-like contexts, via case studies, experiential learning, internships, or real-world projects. Introduction Teachers of applied disciplines have always sought ways to make classroom learning more applicable to the world of professional practice. Theory of Situated Learning The Teaching Problem. S&G - Simulation & Gaming: An International Journal of Theory, Practice, and Research = world's foremost scientific review for simulation/gaming methodology.