Virtual Worlds and Games and Gaming

Recent resources tagged with Virtual Worlds and Games and Gaming.

Envisioning the Educational Possibilities of User-Created Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Envisioning the Educational Possibilities of User-Created Virtual Worlds (ID: CSD5429)
Author(s):David M. Antonacci (The University of Kansas Medical Center) and Nellie Modaress (The University of Kansas Medical Center)
Source:AACE-Association for the Advancement of Computing in Education
Origin:Contributed by Organizations or Campuses (04/01/2008)
Type:Articles, Papers, and Reports
Abstract:

Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these simulated worlds. This ability to develop and interact with your own simulated world offers many new and exciting educational possibilities. This article explores the technical capabilities and educational potential of these new worlds. Additionally, it presents and illustrates a model, which uses interaction combinations, to identify course content and topics having educational applications in virtual worlds.

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Powerful But Not a Panacea: Virtual Worlds as a Tool for Situational Learning

Added by the EDUCAUSE Librarian
Title:Powerful But Not a Panacea: Virtual Worlds as a Tool for Situational Learning (ID: ELIWEB082)
Author(s):Aaron Delwiche (Trinity University)
Origin:ELI Web Seminars, Web Seminars Contributed by EDUCAUSE (02/19/2008)
Type:Presentations/Speeches
Abstract:

Once relegated to the fringes of the games industry, virtual worlds such as Second Life are now viewed as a promising instructional platform. College instructors use this emerging technology to teach courses on topics ranging from architecture and anthropology to history, literature and computer programming, and a growing number of Fortune 500 companies conduct employee training in virtual worlds. In 2007 alone, educational institutions were responsible for the creation of more than 1,200 islands in Second Life.

While many educators are excited about the potential of virtual worlds, others are deeply wary. Some fear that virtual worlds are a faddish technology that actually degrades student learning. In this presentation, Professor Aaron Delwiche of Trinity University suggests that there are grounds for both enthusiasm and skepticism. Virtual worlds are certainly not an educational panacea, and they present many challenges for students, instructors, and administrators. When coupled with thoughtful strategies grounded in situated learning theory, however, these emerging technologies can be very powerful educational tools.

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E07 Podcast: An Interview with Ulrich Rauch, Director of Arts Instructional Support & IT at The University of British Columbia

Created by Gerry Bayne (EDUCAUSE) on December 18, 2007

In this 21 minute podcast, we feature an interview with Ulrich Rauch, Director of Arts Instructional Support & Information Technology at The University of British Columbia. He has recently been involved in a project called Ancient Spaces at UBC, which uses gaming and virtual world technology to recreate locations from antiquity. He also participated in a session at the EDUCAUSE 2007 Annual Conference entitled, "Indigenous Cultures: From Observing to Experiencing, from Videography to 3D VR Immersion".

Ulrich Rauch organizes the implementation of educational technologies for instructors, students and staff in the Faculty of Arts at the University of British Columbia. As the director of a technical and an instructional support unit, and as trained sociologist, Ulrich combines his experience as an instructor with his perspective on learning technologies to research and apply e-learning strategies in support of collaborative learning.

Emerging Worlds: Transformative Technologies for Teaching and Learning

Added by the EDUCAUSE Librarian
Title:Emerging Worlds: Transformative Technologies for Teaching and Learning (ID: ELIWEB079)
Author(s):Bryan Alexander (National Institute for Technology and Liberal Education (NITLE))
Origin:ELI Web Seminars, Web Seminars Contributed by EDUCAUSE (09/17/2007)
Type:Presentations/Speeches
Abstract:

Web 2.0 projects have rapidly expanded into a world of social media. From blogs to podcasts, millions of people have published and shared a growing amount of digital content. At the same time virtual worlds have grown in popularity, from massively multiplayer games like World of Warcraft to metaverse projects like Second Life. How do these two movements apply to higher education? Where do Web 2.0 and the metaverse connect? What trends are emerging for the near future?

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Some Foundations for Second Life Pedagogy

Created by Neil LaChapelle (University of Waterloo) on July 18, 2007

Sex, commerce and stalking.  In recent discussions on our campus on the use of Second Life as a learning environment, these were some of the first things people noted as concerns.  Sex was a problem just because it was there to contend with - whereas it is not much of a factor in our current LMS!  It was also thought that some of the economic arguments about Second Life being an "authentic" environment (because of the real economy) were questionable; i.e. what is so "authentic" about commerce, and is that the kind of "authenticity" we want to emphasize in our courses.  And stalking is a bad thing, of course...

I did not share these concerns about Second Life.  In ways I find both reassuring and depressing, sex, commerce and stalking are all part of life on campus anyway, and in these regards Second Life does not differ much from life on our offline, physical campus (except that real sex is better and real stalking is worse than Second Life sex/stalking).

Cognition, Learning, and Literacy in Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Cognition, Learning, and Literacy in Virtual Worlds (ID: ELI07205)
Author(s):Constance Steinkuehler (University of Wisconsin-Madison)
Origin:Presented at ELI Meetings (03/28/2007)
Type:Presentations/Speeches
Abstract:

This presentation will detail the intellectual practices that constitute gameplay in virtual worlds (for example, collaborative problem solving, informal scientific reasoning, computational literacy, and digital media literacy) and the way these coalesce into a form of cosmopolitanism found in the least likely of places, in context of pop culture.

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2007 Horizon Report

Added by the EDUCAUSE Librarian
Title:2007 Horizon Report (ID: CSD4781)
Origin:Contributed by EDUCAUSE Learning Initiative, Horizon Report (2007)
Type:Articles, Papers, and Reports
Abstract:

The 2007 Horizon Report looks at six selected areas--"User-Created Content," "Social Networking," "Mobile Phones," "Virtual Worlds," "New Scholarship and Emerging Forms of Publication," and "Massively Multiplayer Educational Gaming"--the project draws on an ongoing discussion among knowledgeable individuals in business, industry, and education, as well as published resources, current research and practice, and the expertise of the NMC community itself. The Horizon Project's Advisory Board probes current trends and challenges in higher education, explores possible topics for the "Report," and ultimately directs the selection of the final technologies.

- A Spanish Language Edition is now available.

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Team Building in Virtual Worlds

Added by the EDUCAUSE Librarian
Title:Team Building in Virtual Worlds (ID: MAC07067)
Author(s):Heidi Trotta (Seton Hall University)
Origin:Presented at Mid-Atlantic Regional Conferences (01/18/2007)
Type:Presentations/Speeches
Abstract:The use of virtual worlds provides a means for educators to bring a simulated real-world experience to the classroom. This case study will explore how undergraduates were able to go beyond the confines of the classroom space to gain team-building skills through the use of the virtual world Second Life.
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Issues with immersive gaming

Created by Stuart Yeates (University of Oxford) on September 14, 2006

A long, long, time ago, in a country far, far, away, I played a game (or was a member of the community, if you will) called LambdaMOO. LambdaMOO was a blend of techno-utopian escapism, procrastination and hacker wizardry. Building on role-playing traditions, you connected to a text-only virtual world where none of the constraints of your mundane life applied.

Fifteen years later and a new wave of commercial virtual worlds sweeping the Internet in the form of Second life and it's ilk. Unlike traditional "games" these virtual worlds are not competitions, man-vs-monster or puzzle solving centred, they're community centred.

Second life is currently struggling with security issues, but there are much bigger potentially issues lying just under the surface. LambdaMOO lost much of it's appeal for many participants after the incident documented in Julian Dibbell's aptly titled "A Rape in Cyberspace," which evaporated the techno-utopian dreams and left the community traumatised. I certainly hope that Second life has a plan in place to deal with such situations.

Games and Learning

Added by the EDUCAUSE Librarian
Title:Games and Learning (ID: EQM0630)
Author(s):Diana G. Oblinger (EDUCAUSE)
Origin:EDUCAUSE Quarterly Articles (2006)
Type:Articles, Papers, and Reports
Abstract:

Digital games have the potential to bring play back into the learning experience.

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