1813 Articles match "Virtual World"

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Friday, September 3, 2010
In 2007, when children's marketing research firm KidSay asked boys what virtual worlds or online games they had visited in the past two weeks, 35 percent of boys aged 8 to 11 replied "none." Tween's playing a video game. Most of them do on a regular basis. That's a big increase.
 
Thursday, September 2, 2010
Players become committed to the new virtual world in which they will learn and act. James Paul Gee, who writes prolifically about video games for learning, has a paper out titled Good Video Games and Good Learning. Good video games capture players through identify. In Learning in 3D, Tony and I called this Sense of Self.
 
Wednesday, September 1, 2010
There are only three questions I want to ask when I’m thinking about a virtual classroom system: Is it easy to use? think of these now as my litmus test for virtual classrooms. What I am going to ask today about the virtual classroom is “What can I do with it?”. have found ways of doing all of these in a virtual classroom.
 

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Recently, a number of individuals have inquired about resources for virtual world research. Journal of Virtual World Research --Great resource. This journal has freely available PDF articles describing the vast amount of work being done in virtual worlds. Here are some valuable links. by Robert J.
Recently a number of folks have asked me some questions about 3D worlds that I think can be answered in some of my previous posts so here are some of those posts as answers to frequently asked questions about virtual immersive environments: 1) How do I get started in 3D? Creating the right 3D learning space environment.
Just as there are considerable differences in blended learning and virtual classroom training, what are some of the major differences (surprises) in training within virtual worlds? Many other 3D learning worlds exist and many of them are doing some extraordinary things.worth examining. Here are the Two Videos.
To avoid the perception that virtual immersive environments are a fad or inappropriate for corporate learning, make sure you design the virtual immersive experience around these eight principles: Instructionally Grounded. Virtual immersive environments are about doing, not about observing. Tags: 3D worlds Are you?
Image from a virtual world created by Forterra. Considering the implementation of a virtual world? Below are a few tips from a interesting whitepaper by Forterra Systems , a company that provides private, virtual world technology for the corporate, healthcare, government, education, and the entertainment industry.
In prepping for tomorrow nights #lrnchat, Marcia Conner was asking about the value proposition of virtual worlds. ripped out a screed and lobbed it, but thought I’d share it here as well: At core, I believe the essential affordances of the virtual world are 3D/spatial, and social. So, what say you?
Chuck Hamilton presented on his (IBM’s) take on affordances on virtual worlds. start with what I think are the core affordances of virtual worlds, that there’s a 3D world, that you can visit, and that’s digital.  Tags: social virtual worlds through the internet). Feedback solicited!
That’s one of things I like best about conferences; trying to get a pulse on what people are doing in the real world. talked to a lot of people about Virtual Immersive Environments, and I heard a lot of great ideas. few weeks ago, I wrote about the Gartner Hype Cycle, and Virtual Worlds’ place in the Trough of Disillusionment.
I’ve previously posted my thoughts on virtual worlds, but I had a wee bit of a revelation that I want to get clear in my head, and it ties into several things that went on at the conference. Chuck listed 10 ‘ affordances ‘ of virtual worlds, expanding a list Tony had previously started. 
Sitting at my virtual desk gathering statistics. Here are some interesting Virtual World Statistics gathered from a number of different sources. In the fourth quarter of 2009, total registered accounts in the virtual worlds sector reached 803 million. From US lagging behind UK in virtual goods uptake.