Educational Gaming Commons
Posted on March 11, 2008
Filed Under Community Hub, EGC
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.
Related Resources
- May 14 2009: New Video on Penn State and Second Life Available! (0)
- Feb 19 2009: Guitar Hero World Tour and Music 112 (1)
- May 30 2008: TLT Talk: Educational Gaming Commons (1)
- Mar 11 2008: ETS Community Hubs (0)
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