A Few Interesting Virtual World Resources

Here are a few of virtual world research papers that contain some interesting information: Virtually Face to Face: Enriching Collaborative Learning Through Multiplayer Game by Johanna Bluemin. Promoting motivation with virtual agents and avatars: role of visual presence and appearance by Amy Baylor Best Practices in Virtual World Teaching: A Guide to Teaching Problem Solving […]

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Posted in: Avatar, virtual immersive environment

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Comparing 2D and 3D Learning Affordances

The table below compares the affordances of 2D Synchronous Learning with 3D Synchronous Learning.   Sensibility 2D Synchronous Learning 3D Synchronous Learning Sense of Self Emoticon Avatar Death of Distance Same Time Same Website Same Time Same Place Power of Presence Disembodied Embodied Pervasiveness of Practice Exercises Role Plays Walk Throughs Sense of Space Limited […]

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Posted in: Content Guide

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Avatars and Social Learning Theory

Recently, I posted about Bandura’s Social learning theory, this posting continues the discussion and relates it specifically to instruction involving avatars. Social Learning Theory Robert Bandura in the late 1970’s articulated the concept of social learning theory as a method in which individuals learn from one another in the context of a social situation through […]

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Posted in: Design, virtual immersive environment

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Gamification vs. Serious Games–What’s the Difference?”

Interesting comment the other day, Dianne asked: Just curious if you make a distinction between gamification and serious games. (I think getting overly wedded to terminology is a distraction from looking at the quality, or lack thereof, of particular games, but do see that the emphasis seems a bit different when people talk about the […]

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Posted in: Design, Games

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Bandura’s Social Learning Theory

Here are some thoughts and ideas related to Albert Bandura’s social learning theory. Bandura’s social learning theory indicates the effectiveness of human social models in influencing another to change behaviors, beliefs or attitudes, as well as social and cognitive functioning. Through processes such as observation, vicarious experience (experience gained by observing another) and social interaction, […]

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Posted in: Design, Education

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What the Gamificaiton of Learning and Instruction is Not

There are many misconceptions about the gamification of learning and instruction, here are some things that gamification is not. Trivialization of Learning—Gamification is not a cheapening or dilution of “real learning.” Serious learning scenarios are undertaken within game spaces all the time from military games, to sales incentives, to practicing medical procedures or preparing for […]

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Posted in: Content Guide

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Another Proposed Definition of “Game”

“A game is a system in which players engage in an abstract challenge, defined by rules, interactivity and feedback that results in a quantifiable outcome often eliciting an emotional reaction.” Let’s look at each element of the definition: System—A set of interconnected elements occur within the “space” of the game. A score is related to […]

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Posted in: Content Guide, Design, Games

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Karl Kapp
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