Archive for the ‘EGC’ Category
New Video on Penn State and Second Life Available!
See https://streaming.psu.edu/media/?movieId=8240
Leslie, Shannon, and I worked together on this. Leslie wanted a video to show adult learners and practitioners the possibilities for SL at the 2009 Hendrick Best Practices for Adult Learners Conference. Shannon and I wanted a video to show anyone what’s happening in the space.
Kim Winck of ETS did a great job advising us and producing the final video. We now have a great video for all to watch and learn about Penn State and Second Life. Enjoy!
TLT Talk: Educational Gaming Commons
Yesterday Brett Bixler, Bart Pursel, and Chris Stubbs gave a talk during the lunchtime TLT Talk series about the Educational Gaming Commons initiative. The group provides a good overview of the initiative and even shows off one of the games being developed by our own jason Wolfe, EcoRacer.
Educational Gaming Commons
The PSU Educational Gaming Commons aims to create a community of users who will support both physical and virtual infrastructure to promote the broad impact of gaming within the teaching, learning, and research environment. Serious Games, or gaming for learning purposes, have become a very hot topic in higher education in recent years. Gaming in general is one of the most universally participated in activities on college campuses. It is because of this that we feel it is important to create an environment that fosters a community of users around the investigation and utilization of games within the learning environment. To this end, ETS will create a Serious Games initiative that strives to provide an infrastructure for growing the wide adoption and use of games to support teaching, learning, and research.
Another component of our ongoing investigations are online “virtual worlds” such as Linden Labs’ Second Life. These spaces are increasingly gaining attention and are gaining the attention of faculty, staff, and students. A virtual world is a computer-based simulated environment in which a participant is represented in a humanoid or other form, called an avatar. The avatar can move through the environment and manipulate objects. The most popular virtual worlds are in 3-D format and involve multiple users whose avatars can interact and communicate with one another. Participants can but do not need to be present at the same time. Five Faculty Engagement Initiatives in Virtual Worlds are under way, ranging from language learning to network visualization.

