This document discusses using games and mixed reality to understand and communicate complex ideas, as well as the technical approaches and challenges involved. It explores how games can help explain dynamics, emergence, and cause and effect relationships in systems. Ensuring only enrolled students participate, tracking student progress, and managing training sessions from within virtual worlds are some challenges discussed. The document advocates defining procedures once that can then be replayed anytime and across platforms, to avoid technological lock-in. Widespread adoption will require overcoming challenges related to access, production, and deployment of virtual worlds in education.
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Keynote for the Third International Conference on ICT in Education - ticEDUCA2014, at the Institute of Education of the University of Lisbon, on 15 November 2014.
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ELT + IT: CALL for a Balance - Panama 2012Michael Krauss
The slideshow traces the development of CALL, distinguishes between digital immigrants and natives, describes the advantages and pitfalls of IT + ELT and suggests a new role for the ELTs using IT. Takeaways suggest moderation in IT use and saving the best of older tried and true techniques to go with the newer technology-based approaches.
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The revised version of the November INSET presentation I used.
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Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
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Museums and Learning: An open dialogue through digital transformation.
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Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
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Baseado na comunicação que irá ser proferida em junho.
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Please download this slideshare ppt, as it will give you access to all the youtube and slideshare streams that are embedded in this presentation. In this narrative powerpoint which connects to the work of others, I envision the future of humanity influenced by technology.
A talk about Artificial Intelligence and its impacts, and how it relates to Creativity: can artificial intelligence be creative? Does it have a sense of ethics or morals? Is it all simply a simulation?
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
The revised version of the November INSET presentation I used.
Version one had some font problems and also some of the slides were formatted wrongly... serves me right for using a ppt file!
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
The ELT environment has seen enormous changes over the past decades. Now as we enter the 21st century we find ourselves in a new era where digital technologies will be key to enhancing the learning experience. In this talk we will look at these new tools and how our concepts of education are evolving around them. We will also discuss what impact this has on the relationship between teachers and students.
Museums and Learning: An open dialogue through digital transformation.
These are the slides of the presentation by Alice Filipponi and Pietro Polsinelli at the Museum Digital Transformation 2018 conference, https://mdt-conference.com/.
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
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Using games and mixed realityfor understanding and communicating complex ideas: technical approaches and challenges
1. Using games and mixed reality
for understanding and communicating complex ideas:
technical approaches and challenges
Leonel Morgado
Leonel.Morgado@uab.pt
April 1st, 2019
15. Picture from: "Urban subsystem" by Massimo.tadi - Own work. Licensed under CC BY-SA 4.0 via Wikimedia Commons - http://commons.wikimedia.org/wiki/File:Urban_subsystem.jpg#/media/File:Urban_subsystem.jpg
…are complex
…systems
…multi-layered
…dynamic
Cities and Society…
17. “…nothing is permanent except change;
and the primary purpose of differential
equations is to serve as a tool for the
study of change in the physical world…
these applications include:
(…)
The Einstein formula e=mc*c
Newton’s law of gravitation
The wave equation for the vibrating spring
(…)
The predator-prey equations
(…)
I consider the mathematical treatment of these problems
to be among the chief glories of Western civilization…”
18. Can you explain to
the public…
…dynamics?
…feedback response?
Even to engineers and
economists, outside
their fields?
48. 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?
49. - 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
50. Don’t just create – integrate!
For widespread use…
…of games
…virtual worlds
…mixed reality…
52. 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
53. How do we avoid lock-in with a specific platform?
Knowledge on tactics will outlast the technological
platform!
55. A new type of data:
By matching xAPI recipes…
…choreographies can 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
56. 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
58. 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
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!
62. Can we do it?
…but we need to try harder!
https://immersivelrn.org/ilrn2019/
Let’s discuss!
Leonel.Morgado@uab.pt
Editor's Notes
Let me tell you a story, far in the distant past…
…2007, 10 years ago.
I was using Second Life to teach computer programming, along with one of my PhD students, Micaela Esteves. We were getting nice results, using it as a virtual toy programming platform, simulating shops for customer-tracking backoffice code, etc.
So, naturally, we wanted to try it in more ambitious settings.
What if a full class used virtual worlds for a semester, twice a week, every week?
The problem was that my PhD student lived xxxx km away, where she was a teaching assistant, and couldn’t be physically present twice a week.
That’s OK, I figured, why don’t you conduct the classes entirely online in Second Life? Why travel at all?
Where’s a spoiler: it worked, we learned a lot about how to do it, what happened, and you can actually find more details in a BJET paper published some years ago.
But there was a problem implementing it that we did not anticipate…
…bureaucracy.
“You need to keep track of attendance”, they said.
So… I was Andabata Mandelbrot. Who was everyone else? Avatar names wouldn’t match student names…
But virtual environments are more fluid. When someone enters this room, or leaves it, we notice it. As in a physical classroom. But in a virtual world… people may “pop in” or “pop up” for lots of different reasons. Perhaps their network failed. Perhaps they weren’t interested and left. Perhaps they arrived late… but there is not virtual door opening. There is no gush of air, no sound of footsteps leaving, someone simply appears or disappears…
When did the student arrive? When did the student leave? What was missed? Was it a moment, or a large piece of the lesson?
We did it by hand, as best as we could.
Meanwhile, I supervised a Master student that came up with was a Moodle module to keep track of a minute-by-minute attendance of a class, and associate each student with its virtual world avatar.
This generated an attendance chart for each student, showing when was the student present in the class, and allowing the teacher to decide if it could count as attending or not. It also allowed the teacher to realize what a student might have missed.
At the same time, we were feeling the chores of managing all the tasks in virtual world classes:
Has the student progressed?
What was delivered by each student?
How do I deliver an object or component to each student?
How do I track to whom I’ve already delivered components?
Where, exactly, is a student working, within the virtual space?
How do I provide contextual feedback? Do I have to give instructions on how to reach the location of an issue, instead of commenting there? Why can’t I annotate in 3D as in a shared Google Doc?
Altice Labs (at the time, called Portugal Telecom Innovation), asked us to help them use 3D virtual worlds in professional training.
They were having much the same concerns, including aspects such as:
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?
Can we reuse and assign 3D objects to various training sessions, as we do with documents, presentations, videos or images?
Who sets up a virtual space? Can it be automated? Can the notification/logging in/logging out workflow be automated, too?
This made us realize the importance of integration of virtual worlds and games with learning management systems.
If games and virtual worlds – and indeed AR and Mixed Reality – are not embedded in the daily tasks of students, teachers, and managers, it’s hard to envision how they can become widespread.
I believe they will, eventually, but their adoption rate, their dissemination will be slower – much slower than we desire.
Another happy circumstance occurred, at around the same time.
I was approached by a Sports Sciences PhD student (who I ended up co-supervising) who had a radical new idea for training handball coaches on team tactics: use a virtual world. This way, you could teach the “perfect”, conceptualized idea of a tactic. No more depending on videotaping that lacked the proper perspective, or on endless rehearsing a tactic so that no player is early or late on the spot, looking the wrong way, gesturing unnecessarily, etc.
But how could that Sports Sciences student define the tactics without the help of programmers?
We came up with a “magnet board” application which allowed the Sports Sciences student to drag markers on a timeline, and thus define the tactics. Then the resulting file was read by a replay program that would control 14 Second Life bots and replay the tactic upon request, with 3D avatars.
The coaches during training sessions would collectively watch the tactic, in 3D, change the perspective at will, and the trainer could pause it, resume it, etc.
They could even position themselves amidst the team, in order to better argue on a problem or new idea.
We were, however, concerned about the lock-in of our system with Second Life or OpenSimulator. The tactics were defined outside these systems, but the replay software was tied to its programming interfaces, the very definition of motion and events depended on Second Life / OpenSimulator’s concepts of motion, such as “activating a gesture”, moving “forward” for a few meters, etc.
Knowledge on handball tactics will probably last more than the few years a given technological platform lasts!
What about for research? If we encode tactics as we study teams in the physical world, e.g., the tactics of teams in a World Championship, do we tie them to the specific replay requirements of a game platform that will inevitably become outdated?
Shouldn’t we be able to pick a tactic from 2010, then replayed in Second Life, and be able to witness it in mixed reality today, displayed before our eyes, overlaid on a physical handball court?
Sure, we’d like to use better-rendered players, but that’s the least of our concerns. Even if we had to make do with default avatars, even if we had to make do with 3D Monopoly game pieces, wouldn’t it be better than to simply lose our handball tactics data, lose our 3D educational content, lose our research records, only because technology evolved?
We’ve started working on this problem, and realized that games and virtual worlds – and indeed AR and mixed reality – should witness the emergence of a new type of data: virtual choreographies.
That is, we should be able to let teachers and students define what happens in a game platform – which we already do, by playing the game – but reuse those events, those behaviors, for analysis, for discussion and review of ideas, for providing new students with our collection of prepared learning situations.
And not just loose all of it when we move from a old technological platform for a new one.
We can imagine a library of virtual choreographies – an “app store” of educational situations – that are shared among students, teachers, and across different games, AR & Mixed Reality platforms, that survive the obsolescence of their original rendering technologies. Knowledge must survive its technological platforms. Knowledge must be as eternal as its truthfulness.
Virtual choreographies are our proposed solution for this.