Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.
Sunday, November 25, 2007
The Second Lives of San Diegans
Very cool.
The article featured various San Diegans who have joined SL and the observations of SL newbie, journalist Geoff Bouvier. I enjoyed Bouvier's reactions and interactions as a new SL member, and sympathetically chuckled as I reflected upon my own experiences.
More than once, our very own San Diego State University was mentioned. In fact, the owner of Diegoland (SL location: 216,150,34), Champion Valiant, wants to create a mock SDSU and feature it as a famous San Diego landmark!
(I have yet to visit Diegoland. Have you?)
You can read more about Diegoland and other happenings inworld by perusing an actual SL "newspaper" called The Seventh Sun.
See you inworld!
Wednesday, November 21, 2007
Kongregate
Founded in 2006 and currently in a state of heavy development, Kongregate seeks to create the leading online hub for players and game developers to meet up, play games, and operate together as a community.
By wrapping user-submitted Flash games with various community features, Kongregate's site serves as a unique way for users to play great web-based games alongside friends. Anyone can add their own games to Kongregate’s library in a process that’s fast and simple.
Kongregate operates with an understanding of how difficult it can be for talented game developers - from the aspiring gamesmith to the independent studio - to get the recognition and compensation that they deserve. That's why Kongregate shares microtransaction and advertising revenue with contributing developers, who retain the full rights to their games.
Kongregate is currently looking for skilled Flash game developers and advertising partners. Interested parties can contact us at inquiries@kongregate.com.
Monday, November 19, 2007
Second Life- An Opportunity for Second Language Teaching?
For most students , learning a second language can be boring. They are easily tired of mechanical activities such as memorizing grammar rules, phonetic symbols, and vocabulary. How can we motivate students to learn a second language? I feel that role playing game is a good idea. I often adopted the game in my teaching activities. Second Life gives us a new idea. I propose that we use SL in creating second language lessons in which students can act in different roles of the stories in textbooks. Beth Ritter-Guth , an English instructor of Desalles University gave a good try. She taught literature in SL in which she build a 3D environment. I believe many students will love the new teaching method. At the same time, we can try to invite a native speaker to be online and supervise the class. His/her responsibility would be to correct students’ accents and grammar mistakes, and give suggestions. Students will probably be easily involved and more enthusiastic about learning a second language in a new learning environment. This sounds really promising. Maybe I will suggest or I myself try such a teaching method in my future teaching activities.
On the other hand, I have two concerns about using Second Life in second language learning. As Daniel mentioned, Second Life is a “two edge sword.” Students can become easily addicted to the game. Moveover, there would be a problem finding teachers to build the 3D visual environment in SL. First, most teachers usually lack skills for building 3D models ( Or they have to pay for objects they need to set up the environment) . Second, how many of them would like to spend time or money on creating a scenario and a space?
A new method usually takes a long running time. And as Beth said" all learning involves at risk at some level." Whatever teaching in SL opens a window for teachers and students.
Second Life – An Opportunity for Second Language Teaching?
For most students , learning a second language can be boring. They are easily tired of mechanical activities such as memorizing grammar rules, phonetic symbols, and vocabulary. How can we motivate students to learn a second language? I feel that role playing game is a good idea. I often adopted the game in my teaching activities. Second Life gives us a new idea. I propose that we use SL in creating second language lessons in which students can act in different roles of the stories in textbooks. Beth Ritter-Guth , an English instructor of Desalles University gave a try. She taught literature in SL in which she build a 3D environment. I believe many students will love the new teaching method. At the same time, we can try to invite a native speaker to be online and supervise the class. His/her responsibility would be to correct students’ accents and grammar mistakes, and give suggestions. Students will probably be easily involved and more enthusiastic about learning a second language in a new learning environment. This sounds really promising. Maybe I will suggest or I myself try such a teaching method in my future teaching activities.
On the other hand, I have two concerns about using Second Life in second language learning. As Daniel mentioned, Second Life is a “two edge sword.” Students can become easily addicted to the game. Moveover, there would be a problem finding teachers to build the 3D visual environment in SL. First, they usually lack skills for building 3D models; then, how many teachers would like to spend time on creating a scenario and a space?
A new method often takes a long running time. Whatever teaching in SL opens a window for teachers and students.
More than 300 universities and some instructors use Second Life as an educational tool or invite students to join them in virtual classrooms. For example, DeSalles University created a simulation of Dante's Inferno being with teacher and student notes. Then as an English teacher, I cannot help but think SL, the game is also an opportunity for second language teaching?
For most students , learning a second language can be boring. They are easily tired of mechanical activities such as memorizing grammar rules, phonetic symbols, and vocabulary. How can we motivate students to learn a second language? I feel that role playing game is a good idea. I often adopted the game in my teaching activities. Second Life gives us a new idea. I propose that we use SL in creating second language lessons in which students can act in different roles of the stories in textbooks. Beth Ritter-Guth , an English instructor of Desalles University gave a try. She taught literature in SL in which she build a 3D environment. I believe many students will love the new teaching method. At the same time, we can try to invite a native speaker to be online and supervise the class. His/her responsibility would be to correct students’ accents and grammar mistakes, and give suggestions. Students will probably be easily involved and more enthusiastic about learning a second language in a new learning environme
.nt. This sounds really promising. Maybe I will suggest or I myself try such a teaching method in my future teaching activities.
On the other hand, I have two concerns about using Second Life in second language learning. As Daniel mentioned, Second Life is a “two edge sword.” Students can become easily addicted to the game. Moveover, there would be a problem finding teachers to build the 3D visual environment in SL. First, they usually lack skills for building 3D models; then, how many teachers would like to spend time on creating a scenario and a space?
Whatever teaching in SL opens a window for teachers and students.
Skype Games
Club Penguin
Video games article in Details
Check out the article at:
men.style.com/details/blogs/details/2007/09/are-video-games.html
-Angie
Sunday, November 18, 2007
Mind Candy: Spore
Serious Games Changing the World?
Serious games may not actually have the power to change the world, but they are potentially powerful in getting the users to. As a former teacher, I was constantly trying to find ways to get my students interested in current events around the globe.
After trying to incorporate as many creative and meaningful lessons as possible, I realized what worked the best: role playing. Which is why I wish I had known about this game (PeaceMaker) before delving into the educational gaming world. PeaceMaker is known as a "serious game", or a simulation that is focused on non-game events. The game puts the player in the role of a leader in the midst of the Israeli-Palestinian conflict. Depending on the choices the player makes, the particular Middle East region will either experience peace or destruction.
Actual current events are presented in the game in the form of photographic images, video, and text.
According to the official game website:
- PeaceMaker is inspired by real events in the Israeli-Palestinian conflict.
- Be a leader and bring peace to the region before your term in office ends.
- PeaceMaker is two games in one: play both the role of the Israeli Prime Minister or the Palestinian President.
- Play the news: how would you react to the events in the Middle East presented using real news footage and images?
- Depending on what you bring to the table, we have three difficulty levels to choose from including calm, tense and violent.
Check out the YouTube video on the game too:
Reaching ALL students with eGames
I thought we (by "we" I mean the collection of educators and schools nationwide) were doing fairly well. We seemed to have gotten over the hurdle of computers in the classrooms. It even seemed like more and more students had computers, and Internet access, in their homes as well. My middle school, which has a hugely diverse population, both ethnically and socio-economically, has two computer labs of 36 stations each, plus four laptop carts of 16 computers each, plus 1-5 computers in many classrooms. Then I took a position at the district office and quickly found out that my middle school is the only one of the 22 schools in the district with computers resources to that degree. I lucked out when I landed at the one school in the district that has been making technology a priority for over ten years. None of the other three middle schools have computers labs, only laptop carts and only two of those. None of the elementary schools have computers labs, some don't even have a laptop cart.
So, that's my small district, what about San Diego Unified School District? According to the EdTech Profile for 2006-2207, SDUSD:
- Has about 1 computer for every 4 students.
- Over 50% of the computers are over 4 years old.
- The number of computers planned to be retired outnumbers the number of computers expected to be added this year.
- 65% of the computers are located in the classroom as opposed to 15% in computer labs, and 15% in libraries. I wonder how many of the computers in the classrooms are collecting dust.
- Of the 160 seventh and eighth grade students I had last year, 17% of them did not have access to a computer or the Internet at home. Sounds pretty good, right? Well...
- Of those students without access, 81% of them are Hispanic, yet only 44% of our school student body is Hispanic.
- Of those students without access, over half are on the free/reduced lunch program, indicating a low socio-economic status.
- Of the five black students that I had last year, three of them did not have access to a computer or the Internet at home.
Here are a couple of articles:
"Digital Divide" affects student success
Digital divide in schools: Student access to and use of computers
Is SL (and similar avatar populated worlds) the new Barbie?
- 1 out of every 4 college women have used unhealthy methods to lose weight.
- Most runway models are 14-19 years old, 5'10"-5'11", 120-125 pounds, size 2.
- Teenage girls view themselves as an average of 11 pounds over their ideal weight when, in actuality, they are only 3 pounds over their ideal weight.
Beauty and Body Image in the Media
Teens' Distorted Body Image May Lead to Unhealthy Behaviors
Do Thin Models Warp Girls' Body Image?
Puzzle Game
http://www.kloonigames.com/blog/games/crayon/
6MB download
Saturday, November 17, 2007
Simulations and Games
The use of games and simulations in education is well documented in history and in the recent literature. They have been used in preschool, K-12, the university, the military, business, and by older adults (Dempsey et al., 1997).
But, what exactly do we mean when we say simulation and gaming? First, though computers have certainly allowed the evolution of simulation gaming a quatum leap forward, they are by no means the first use of simulation gaming nor are they the only type of simulation gaming done today. Historically, the word games has been used to connote a pastime of a trivial, if fun, endeavor. It is this connotation that today seems to cause some educators to flinch when they hear the word games and imagine frivolous time wasted play that serves only to entertain and certainly not educate to any significant degree. D.R. Cruickshank, a researcher in this area, defines them this way:
Simulations are the products that result when one creates the appearance or effect of something else. Games are contests in which both players and opponents operate under rules to gain a specified objective. A further distinction can be made between academic and non-academic games (such as table tennis or checkers) that are primarily for fun. Academic games, such as anagrams or war games, are primarily for or based upon learning (Cruickshank, 1980, p. 75 ).
Cruickshank further distinguished between two types of academic games.
There are two types of academic games: simulation games and non-simulation games. Non-simulation games are those in which a player solves problems in a school subject such as spelling or mathematics by making use of principles of that subject or discipline. The other type of academic game is the simulation game in which participants are provided with a simulated environment in which to play. These games are intended to provide students with insight into the process or event from the real world which is being simulated (p. 76).
It is the use of simulation games which holds the most promise as a truly dynamic educational tool.
http://www.cofc.edu/~seay/cb/simgames.html
Dempsey, J.V., Lucassen, B.A., Haynes, L.L, & Casey, M. S. (1997). An exploratory study of forty computer games (COE Technical Report No. 97-2). Mobile, AL: University of South
Alabama.
Cruickshank, D. R. (1980). Classroom Games and Simulations. Theory into practice, 19(1), 75-80.
Simulations and Games
The use of games and simulations in education is well documented in history and in the recent literature. They have been used in preschool, K-12, the university, the military, business, and by older adults (Dempsey et al., 1997).
But, what exactly do we mean when we say simulation and gaming? First, though computers have certainly allowed the evolution of simulation gaming a quatum leap forward, they are by no means the first use of simulation gaming nor are they the only type of simulation gaming done today. Historically, the word games has been used to connote a pastime of a trivial, if fun, endeavor. It is this connotation that today seems to cause some educators to flinch when they hear the word games and imagine frivolous time wasted play that serves only to entertain and certainly not educate to any significant degree. D.R. Cruickshank, a researcher in this area, defines them this way:
Simulations are the products that result when one creates the appearance or effect of something else. Games are contests in which both players and opponents operate under rules to gain a specified objective. A further distinction can be made between academic and non-academic games (such as table tennis or checkers) that are primarily for fun. Academic games, such as anagrams or war games, are primarily for or based upon learning (Cruickshank, 1980, p. 75 ).
Cruickshank further distinguished between two types of academic games.
There are two types of academic games: simulation games and non-simulation games. Non-simulation games are those in which a player solves problems in a school subject such as spelling or mathematics by making use of principles of that subject or discipline. The other type of academic game is the simulation game in which participants are provided with a simulated environment in which to play. These games are intended to provide students with insight into the process or event from the real world which is being simulated (p. 76).
It is the use of simulation games which holds the most promise as a truly dynamic educational tool.
http://www.cofc.edu/~seay/cb/simgames.html
Cruickshank, D. R. (1980). Classroom Games and Simulations. Theory into practice, 19(1), 75-80.
Anything is Possible Within Limits
Emergent gameplay, as wikipedia notes, is the creative use of video games for purposes beyond the creator's original intentions. It is an important concept tied to the new study of metagaming, or the manipulation of game rules, AI states, and affordances to create new and unforeseen modes of gameplay.
With all that said, I'd like to use my second blog post to share my vision of our role as game-using instructional designers.
For better or worse, EdTec'ers are designers of instruction. In our own little way, we use the tools of our trade to invent and develop new ways to teach. We do this deliberately, carefully, for real people, and with an eye for the innovative.
But design is at its best when it is self-critical as well. Recursive design opens up new possibilities by finding new uses for tools, exploring the limitations of our tools, and by turning those limitations into opportunities.
In my undergrad incarnation, I studied Art History, with a heavy emphasis on mid-to-late 20th century painting and photography. The idea that drove me during this period of intense study was a fascination with how art eats itself. That is to say, how artists used their arts during this period to undermine everyone's assumptions about what art is, what it can be, what it can do, and how people should interact with it. The greatest artists during this period turned their tools on themselves, and so revealed new possibilities. Pollock removed the hand of the artist, Warhol made painting mechanical, and Uelsmann used the darkroom to make unreal photographs.
While our design goals may not be so heroic in scope, we should still strive to follow the example of the avant guard. Spore, an upcoming game from Maxis, is a perfect example of a game that is ripe for conversion to other purposes. The game is huge in scope, and highly intelligent and adaptive. By exploring how the game adapts to the way we play it, we can wrap it in a number of different scenarios and content, and use it to teach students about how early decisions unfold into complex consequences.
I see this as our role in this new world, this new game-using educational environment. The various ways of approaching Metagaming can help us uncover the hidden possibilities within the complex machinery of games, and use these affordances to our own educational ends.
Family Feud for Education
Elle, Jason, and I brainstormed for a few days on what game would work in this instance. Jason finally came up with the idea of using Family Feud. By using this game, the entire class could participate and play would rotate, so more than just one or two people could try to answer questions. They game was a big hit and the professor was excited to see something different than the standard PowerPoint.
This scenario really got me thinking once again about all the ways games can be used to make learning more fun. It also got me wondering, so I pose this question…..Is there any game out there that can’t be used for education in some way?
Friday, November 16, 2007
Practice your V-o-c-a-b-u-l-a-r-y!
Oh! I almost forgot to add...One of their sponsoring sites is hiring ed-techer's (not a word!) if any of you are looking for a job...The company is called Games for Change.
Wednesday, November 14, 2007
Club Penguin
I was so surprised at the similarites between Club Penguin and Second Life.
1. Virtual characters that take on a personal look and unique name.
2. Movement of characters around a virtual world.
3. Interactive activities with other virtual characters in the virtual world.
4. Purchases of accessories can be made.
5.
Have any of you experienced this?
The website is:
httpp://play.clubpenguin.com
Right now my daughter is making me a penguin.
You have got to see this!
Ruth Maas
All I want for Chirstmas is a Moshi Monster?
mind candy?
Is there such a thing?
And if there was?
What would it look like?
Introducing Moshi Monster. Brought to you by none other- than a company by the name of Mind Candy. Moshi Monster is a multi-player online game targeted at children ages 7-12.
In this virtual world, kids get to adopt a furry little monster who they can then customize.Built into the game, is a in-world economy of "rox". You get rox by solving cognitive puzzles and by playing educational games. The smarter you get, the more rox you gain. You then use these rox to pimp out your monsters apartment (or else they get bored!) and to buy them accessories.
You must also buy food and take good care of your Moshi or else they turn into a very bad monster! A behavioral engine is built in to the game so that the personality of the monster changes according to how much time you spend playing and caring for your pet.
And, that's not all.
When you adopt a Moshi Monster you get a charm that you attach to your cell phone. The charm lights up and spins every time your phone rings or you get a text message. A secret ID code is found on the charm that gives the owner access to the virtual world.
The Moshi Monster virtual world is a social networking world that has facebook/myspace characteristics. Here users will be able to interact and chat with each other.
For more information check out their site.
Monday, November 12, 2007
Why SL Loses Its Market in China?
First, I think maybe different cultural background determines different points of view of people. In China, most people think a game is for kids and youth. The majority of players are the teenagers and adults in twenties, like my twelve years old nephew. Their main interests in game are to win in the competition, instead of exploring another different life style in a visual place. The attractive point of SL is that you can win real money in it. However, usually the people who can afford to buy something in SL are never interested in playing the game; but those people who play games do not have their own money to buy what they like.
Second, SL not only brings a new idea of game, but set up a different scene for most Chinese players. The communication is a problem. No any rule and guideline and conversation is in Chinese language(they even have Japanese interface). I logged in a SL forum in China and found that some players who attended in SL are for learning English, which totally depart from the game goal.
These are the two points that I can think of for now. I really hope SL can consider China market more seriously. It is really a big cake. More over, I cannot wait that more Chinese folks enjoy such an amazing game!
The link: http://www.businessweek.com/magazine/content/06_18/b3982002.htm
Why SL Loses Its Market in China?
First, I think maybe different cultural background determines different points of view of people. In China, most people think a game is for kids and youth. The majority of players are the teenagers and adults in twenties, like my twelve years old nephew. Their main interests in game are to win in the competition, instead of exploring another different life style in a visual place. The attractive point of SL is that you can win real money in it. However, usually the people who can afford to buy something in SL are never interested in playing the game; but those people who play games do not have their own money to buy what they like.
Second, SL not only brings a new idea of game, but set up a total different scene for Chinese people. The 3D visual image is so cool and amazing for me as the new comer, but I often get lost in it. Americans are quite familiar with those settings in SL, but for Chinese players, most settings are strange and exotic. More over, the communication is a problem. All rules and guides and conversation are not in Chinese (they even have Japanese interface). I logged in a SL forum in China and found that some players who attended in SL are for learning English, which totally depart from the game goal.
These are the two points that I can think of for now. I really hope SL can consider China market more seriously. It is really a big cake. More over, I cannot wait that more Chinese folks enjoy such an amazing game!
The link: http://www.businessweek.com/magazine/content/06_18/b3982002.htm
CNN enters the virtual world of Second Life
Just as CNN asks its real-life audience to submit I-Reports -- user-generated content submitted from cell phones, computers, cameras and other equipment for broadcast and online reports -- the network is encouraging residents of Second Life to share their own "SL I-Reports" about events occurring within the virtual world.
"The thing we most hope to gain by having a CNN presence in Second Life is to learn about virtual worlds and understand what news is most interesting and valuable to their residents," said Susan Grant, executive vice president of CNN News Services.
Watch CNN's welcome video from Second Life »
http://secondlife.blogs.cnn.com/
This is the Web home for I-Reports from the virtual world of Second Life. Check here for the latest SL stories, photos and videos, and get updates on CNN-hosted events inside the world.
Here's a link to a form that allows you to submit your article. (link)
Or just take a picture, provide a brief description, and send as postcard or video to slireports@cnn.com
Sunday, November 11, 2007
Whyville
Check it out- Whyville
Ayiti: The Cost of Life
Ayiti: The Cost of Life is an online game created by teenagers through the Global Kids' Digital Media Initiative with help from Gamelab.
The goal of the game is to keep a rural Haitian family alive through education, work, and good health. Players struggle to provide an education for the family members while suffering from poverty and poor health. This strategy game resembles the popular 1980s and 1990s game Oregon Trail, where players must think to make rational decisions in order to stay alive.
Even after playing the game several times, I could not figure out how to keep the family alive. I began to wonder if it is even possible to win "Ayiti: The Cost of Life" or is the point of the game to experience the almost inevitable loss that is so real to many people in developing countries: death by poverty.
Check out the game yourself! It is an eye opener, that's for sure.
Sloodle
I have learned what Moodle and Second Life are in ED670. But I never think about what will happen if these two come together.
Yes.They come together as Sloodle.Sloodle is an Open Source project which aims to develop and share useful, usable, desireable tools for supporting education in virtual worlds, making teaching easier. Through engagement with an active community of developers and users, the Sloodle project hopes to develop sound pedagogies for teaching across web-based and 3D virtual learning environments. Sloodle integrates the Second Life multi-user virtual environment and the Moodle learning-management system.
Amazing!Isn't it?
http://www.sloodle.org/
Technology is fantastic!I like it!
Sloodle
Yes.They come together as Sloodle.Sloodle is an Open Source project which aims to develop and share useful, usable, desireable tools for supporting education in virtual worlds, making teaching easier. Through engagement with an active community of developers and users, the Sloodle project hopes to develop sound pedagogies for teaching across web-based and 3D virtual learning environments. Sloodle integrates the Second Life multi-user virtual environment and the Moodle learning-management system.
Amazing!Isn't it?
http://www.sloodle.org/
Technology is fantastic!I like it!
Second Life AS an addiction
This lead me to a curious, not quite congruent idea: If a person can feel their addictions while playing Second Life, could virtual realities be addictive as well? Certainly not as destructive an addiction as crack-cocaine, but as serious as an addiction to eating, pornography, or television. Many sites have picked up on this, but they tend to treat it as problem for 'some people.' That is, some sites still consider addiction to VRs as a hypothetical condition represented by a tiny minority.
Addiction and Second Life
Second Life Insider
Yet, a number of people on both of those blogs have compelling enough anecdotal evidence to support the possibility of a real, serious, addiction. And even if only a tiny subset of people become addicted to WoW, SL, or Everquest (we used to call it 'EverCrack' in junior high), we must still come to a consensus as to how much VR is too much VR.
I'm not advocating panic and abandonment of SL. Rather, I think we should begin to think about how to create programs that help people deal with VR addictions, and build them over time. It seems unwise to simply chalk-up an addiction to the Internet or VR as a symptom of the 21st century, or a benign replacement for other forms of activity when so many questions remain.
Saturday, November 10, 2007
Agism in Second Life
As a part of my MUVE project on creating an environment in Second Life for health care professionals to learn to eliminate agism from their interactions with senior citizens, I transformed my avatar into a senior citizen. I explored SL as my senior citizen avatar and discovered some very interesting patterns. On the tame side of my experiences, I was simply ignored. On the blatant side, I was told outright to get a new avatar.
Many times other avatars would walk away as I walked (wheeled) toward them. If they did engage in a conversation with me, it was either very short or they used very simple language. Often times I would return as my younger avatar and, even though my name hadn't changed, no one recognized me as the older woman they had seen before. I was able to have conversations with a few of the same people and they were much more socialable.
The avatar that told me to get a new avatar was actually offended that I had such an avatar. He said that SL is for fantasies and, "don't you want to look better?" I role-played a bit and told him that there are some avatars that look very similar to their "RL avatar." I told him this is what I look like in RL. He said, "in that case, maybe you shouldn't be in SL." I tried to contact him as my young avatar, but was unable to find him.
My interactions as a senior citizen weren't all negative. I had several people who were simply curious as to my choice of avatars, but treated me no differently.
Overall, I was surprised by my experiences, especially after finding SL to be such a friendly environment before my transformation. As my younger avatar, I met many people from all over the world, many of whom gave me something for free (objects, landmarks, $L). I am disheartened by the agism I experienced in SL, but it confirms my concerns that SL perpetuates an unhealthy ideal body image.
Friday, November 09, 2007
Harvest Moon: More Than Just a Child's Play Thing?
Thursday, November 08, 2007
11 Reasons Why We Play Games
11 Reasons Why We Play Games |
Note: explanations and example games are included under each!
#11: The Childhood Dream
# 10: No Ticket Required
# 9: Rivals Make the Best Losers
# 8: Games are Timeless
# 7: The "Eureka" Moment
# 6: It Feels Good to Be Bad
# 5: Bragging Rights
# 4: Saving the World
# 3: Only the Chosen Will Survive
# 2: The All Nighter Troof
# 1: The Fun Never Stops
11 Reasons Why We Play Games
Gardens and Sunsets
Zen and the Art of SL
There are many beautiful and serene places in Second Life to sit and watch a sunset or listen to the birds. Gardens of flowers, waterfalls, and secret places can be found throughout the world. Here are just five of the many beautiful gardens of Second Life.
1
Bliss Basin
2
The Lost Gardens of Apollo
3
Zen Gardens of Achemon
4
Lost Gardens of Slosser
5
Vanda?s Pocket Park
My first thought was ‘seriously?’ I get that there are places in Second Life that are very visually appealing. What I am aghast about is that people would visit gardens or watch sunsets in Second Life instead of in real life. To me you would lose more than half of the experience if you lose the ability to smell the gardens and perhaps feel the grass under your feet, etc.
I suppose if you couldn’t get to the gardens that you can see in Second Life that’s one thing. But we shouldn’t exclude what we can get to in the real life if we want the full experience.
Wednesday, November 07, 2007
People with Disabilities in Second Life
I literally stumbled upon an article which talks about people with disabilities using Second Life for other things. A link to the article is provided below. Here is an excerpt from the article:
Another project, called live2give, was undertaken by nine adults with cerebral palsy, and seeks to provide a forum in which they can share in the everyday personal interactions that most people take for granted. The group of nine, who share a single Second Life avatar known as Wilde Cunningham, get to experience being around other people without being judged.
http://www.wired.com/gaming/gamingreviews/news/2005/04/67142
This is an amazing use for Second Life. Barriers are removed in-world that are impossible to remove in real life.
CNET Article> 10 Most Addictive Flash Games
Which ones have you played?
1. Bejeweled
2. Chimgam
3. Bow Man
4. Desktop Tower Defense
5. Neopets Hasee Bounce
6. Line Rider
7. The Last Stand
8. Portal
9. The Helicopter Game
10. YetiSports
Tuesday, November 06, 2007
SL treats Addiction
SL treats Addiction
Good Morning America
Monday, November 05, 2007
Educational gambling?
So what would educational gambling look like? I've thought of some possibilities:
1. Some kind of added educational content in existing forms of gambling. For example, a game of video poker might start with an educational video or a short article.
2. Educational content built into the gambling. The gambler would have to learn some content presented during the game to have a chance at winning the game. Of course, simply learning the content wouldn't guarantee a win. Casinos have to make money.
3. Gambling introduced to an educational game. You can bet on anything. Why limit gambling to sporting events, cards, and dice?
Sunday, November 04, 2007
Second Life on Australia Network
From their website:
This documentary film takes us on the parallel world of virtual online games, known as MMORPGs (Massive Multiplayer Online Role-Playing Games). Millions of gamers all around the world spend on average 30 hours a week playing games in these boundless realms. A booming business has sprung up at the crossroads where these virtual worlds and the real world meet. Virtual islands are selling for hundreds of thousands of real dollars. Imaginary real-estate is going for thousands and thousands of dollars. Weapons and characters are being exchanged every day for a few dozen dollars, in auctions inside these realms. The film navigates its way back and forth between the virtual and real worlds. To get a deeper understanding of this new addiction and new business, we enter the MMORPG world through a gaming character: the 'hero' of the film. The hero helps us understand how the game works and the excitement it sparks. Through him, we carry our investigation over into the real world. Who are these gamers, and what is their psychological profile? Who does this new economy benefit, and how is it organized? A futurist film, at the outermost gates of the real world.
http://australianetwork.com/guide/ep_00045275.htm
It's on here in Hong Kong on Wednesday. I'll post a summary after I watch it.
Saturday, November 03, 2007
Nobel Prize Games
For example, in 1920, Charles Edouard Guillaume was awarded the Nobel Prize in physics for discovering the alloy Invar. So the site provides a game which teaches kids what alloys are, what invar is and why it is important.
There are a number of games on this site that educate the player about various discoveries or advancements in chemistry, physics, literature, etc, that earned a Nobel Prize. Check it out. It's pretty cool!
-Joe
http://nobelprize.org/educational_games/