Wednesday, July 2, 2008

Ed-Media Notes 2

Authors:Lanika Ruzhitskaya, University of Missouri, USAAngela Speck, University of Missouri, USA
Abstract:While virtual learning environments (VLEs) are popular topics of discussions among researchers, the educational value of the environments is still not clear and the efficacy of such environments as educational tools is still largely untested. Many researchers share concerns as to whether VLEs actually simulate authentic settings, provide users with adequate to real-life tools, and allow learning to occur through the experience, rather than simply providing an enjoyable journey through fantasy worlds. One of the aspects of ongoing research of the VLEs is use of spatial and social presence and their impact on learning. The proposed exploratory study will investigate the effectiveness of social and spatial presence co-variation in terms of their combined and individual impact on short and long term learning outcomes. The study will be based on a 3D VLE representing the Galilean Moons of Jupiter designed for helping high-school and college students to learn the Kepler’s laws.

The Magic Circle - Game Design Principles and Online Role-play Simulations
Authors:Roni Linser, Fablusi P/L, AustraliaNina Ree Lindstad, Hedmark University College, NorwayTone Vold, Hedmark University College, Norway

http://simplay.net/

http://www.simlit.net/

http://www.fablusi.com/

Abstract:The paper is an exploration of the ‘magic’ inherent in role-play simulations in educational contexts. It compares and analyses a range of on-line role-play simulations used in higher education in a variety of disciplines highlighting the structural design and objectives of such role-play games, and in particular, it scrutinizes the game design principles that have been employed. As part of the new generation of educational technologies the use of such role-play is steadily increasing but very few guidelines exist as to how to translate educational goals and desired outcomes into game objectives and processes. Our paper provides a few such guidelines born out of the research and experience of creating such games.

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