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Serious games and virtual worlds for learning: trends and perspectives

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Slideshow used in support of my keynote talk at the VAMrE workshop, Oct 9th, 2017. http://vamre.org/

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Serious games and virtual worlds for learning: trends and perspectives

  1. 1. Serious Games & Virtual Worlds for Learning: Trends and Perspectives Leonel Morgado Leonel.Morgado@uab.pt
  2. 2. Far in the distant past…
  3. 3. …of 2007 Could we do this every week? A full semester?
  4. 4. 250 km http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8535.2010.01056.x/full
  5. 5. …but we did not anticipate the bureaucracy. Keep track of class attendance!
  6. 6. I’m Andabata Mandelbrot, your professor. …Did anyone just arrive? …Did anyone just left?
  7. 7. Attendance chart http://www.risti.xyz/issues/risti5.pdf
  8. 8. Besieged by chores! Has the student progressed? What did each student deliver? How do I hand them objects? Where can I find each student’s work?
  9. 9. - How do we ensure that only the enrolled students participate? - How can a training manager check what trainers are doing, i.e., how can we manage training sessions? - Who sets up a virtual space? Can it be automated? http://hdl.handle.net/10400.2/5454
  10. 10. Don’t just create – integrate! For widespread use… …of games …virtual worlds …mixed reality…
  11. 11. Meanwhile… someone asked about teams.
  12. 12. Define once: replay anytime Use of a virtual world system in sports coach education for reproducing team handball movements https://journals.tdl.org/jvwr/index.php/jvwr/article/view/399/457
  13. 13. How do we avoid lock-in with a specific platform? Knowledge on tactics will outlast the technological platform!
  14. 14. Let knowledge survive!
  15. 15. A new type of data:
  16. 16. By aligning ontologies… …choreographies move across platforms http://repositorioaberto.uab.pt/handle/10400.2/3487 Model-driven generation of multi-user and multi-domain choreographies for staging in multiple virtual world platforms
  17. 17. In 2017 and beyond, can we reach widespread adoption? Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype http://repositorioaberto.uab.pt/handle/10400.2/5815
  18. 18. 1 Access 3 Deployment 2 Production For widespread adoption, we need to break these challenges Technology Challenges of Virtual Worlds in Education and Training - Research Directions http://repositorio.utad.pt//handle/10348/2787
  19. 19. 1 Access 3 Deployment 2 Production Interligação Software Networks Interconnection
  20. 20. 1 Acesso 3 Operacionalização 2 Production Walkad – Varvello, Diot, & Biersack, 2009 – Badumna VastPark Networks • Behaviour? • Scaling? • Security?
  21. 21. 1 Acesso 3 Operacionalização 2 Production Stage3D/Molehill • Requires install? • What about updates? • Multi-platform?
  22. 22. 1 Acesso 3 Operacionalização 2 Produção • Sharded? • Or a metaverse?
  23. 23. 1 Access 3 Deployment 2 Production Tools for developers Tools for everyone
  24. 24. 2 Produção 2 1 Acesso 3 Deployment Amadores do desenvolvimento Tools for developers Game engines OLIVE Artificial agents engines Quagents BEcool Virtual world platforms
  25. 25. 2 Production 2 1 Acesso 3 Deployment Tools for developers Tools for everyone
  26. 26. 1 Access 3 Deployment 2 Production MULTIS http://beaconing.eu/
  27. 27. 1 Access 3 Deployment 2 Production MULTIS Make it FEASIBLE for any educator or student to use serious games and virtual worlds anyday, anytime, often, and yearlong. Not just occasionally, as a gimmick or only in the hands of enthusiasts!
  28. 28. 1 Acesso 3 Operacionalização 2 Production 3 Define methods, best practices, and processes
  29. 29. 1 Acesso 3 Operacionalização 2 Production 3 Integration with LMS
  30. 30. 1 Acesso 3 Operacionalização 2 Production 3 Who is each student in the game? Using yet another set of credentials, or the institutional ones? How to manage intruders or bring guests? How to archive tasks and results? How to distribute resources or components? How do you support struggling participants? Integration with LMS
  31. 31. 1 Acesso 3 Operacionalização 2 Production 3 4 Problem-Solution Vectors https://link.springer.com/article/10.1007/s00779-017-1063-8
  32. 32. 1 Acesso 3 Operacionalização 2 Production 3 Store game/world content in the LMS (proprietary formats) Problem-Solution Vector 1
  33. 33. 1 Acesso 3 Operacionalização 2 Production 3 Place LMS content in the game/world Problem-Solution Vector 2
  34. 34. 1 Acesso 3 Operacionalização 2 Production 3 Send to the LMS events and data from games/worlds Problem-Solution Vector 3
  35. 35. 1 Acesso 3 Operacionalização 2 Production 3 Control the game/virtual world from the LMS Problem-Solution Vector 4
  36. 36. 1 Access 3 Deployment 2 Production Can we do it? …but more effort is needed! https://immersivelrn.org/ilrn2018/
  37. 37. Thank you! Let’s discuss! Leonel.Morgado@uab.pt

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