Serious Gaming Moves Into the Metaverse

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Serious gaming and virtual worlds continue to impact education.

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Serious Gaming Moves Into the Metaverse

  1. 1. Serious Gaming Moves into the Classroom<br />Valerie HillLewisville ISD LibrarianTexas Woman’s University Doctoral Candidate<br />TATN February 8, 2011 <br />
  2. 2. Current “Buzzwords”<br />Media Literacy –<br /> the process of analyzing, evaluating and creating messages in a wide varietyof media modes, genres and forms.<br />Transliteracy –<br /> the ability to read, write and interact across a range of platforms, tools and media from signing and orality through handwriting, print, TV, radio and film, to digital social networks.<br />Virtual Reality –a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world.<br />Augmented Reality –<br />a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery- creating a mixed reality.-Wikipedia<br />
  3. 3. Do you have an avatar?<br />
  4. 4. Award Winning Photo<br />Knowclue Kidd<br />
  5. 5. Games are now able to draw players in and deliver rich stories that evoke real emotions comparable to those evoked by any book or movie. <br />
  6. 6. Education in Virtual Worlds<br />What are educators currently doing?<br />Where should interested educators start?<br />How do I create an avatar?<br />Which virtual world is best for school?<br />Why should I invest my time?<br />
  7. 7. What are educators currently doing?<br />KZERO:<br />Report on Virtual Worlds<br />
  8. 8. Where should I start?<br />Second Life is the most widely used virtual world for education.<br />
  9. 9. How do I create an avatar?<br />
  10. 10. Which virtual world is best for school?<br />
  11. 11. Why should I invest my time?<br />Technology has changed education<br />The hierarchy of information has toppled<br />Students are already active in virtual worlds<br />Serious gaming provides wide-range potential <br />
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  15. 15. Benefits<br />Cost effective<br />Synchronous<br />Creative & Imaginative<br />Unique for each user<br />Collaborative <br />Not limited by distance<br />
  16. 16. What is a VIEWER?<br />To access a virtual world on your computer, you need a viewer. <br />Second Life Viewer<br />Imprudence<br />Hippo Viewer<br />
  17. 17. Recommended Viewers<br /> Imprudence<br /> Hippo Viewer<br />
  18. 18. Discuss viewers: SL v2, imprudence, and hippo<br />Second Life can be viewed by downloading the most current version to your computer (PC or MAC). For accessing Reaction Grid or Jokaydia Grid, the following viewers are recommended:<br />Hippo Viewer Download at: http://outpost.reactiongrid.com/Products/105-hippo-viewer.aspx<br />Imprudence Viewer Download at: http://wiki.kokuaviewer.org/wiki/Downloads<br />
  19. 19. Let’s go inworld!<br />Second Life, Reaction Grid, & Jokaydia<br />
  20. 20. machinima examples<br />“Machinima”- a portmanteau combining<br />machine plus cinema<br />Educators in a Digital Nation<br />Innovation in Education<br />
  21. 21. Bibliography<br />Burgess, M. L., Slate, J. R., Rojas-LeBouef, A., & LaPrairie, K. (2010). Teaching and learning in second life: Using the community of inquiry (CoI) model to support online instruction with graduate students in instructional technology. Internet & Higher Education, 13(1), 84-88. <br />KZeroWorldswide. 2010. http://www.kzero.co.uk/(Accessed December 1, 2010)<br />Gee, James Paul. 2003. What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan.<br />Hill, Valerie, and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56.<br />Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. <br />

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