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Games, simulations, and virtual worlds

Date post: 18-Nov-2014
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Games, simulations, and virtual worlds, education
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Games, Simulations, and Virtual Worlds By: Brian Oatway
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Page 1: Games, simulations, and virtual worlds

Games, Simulations, and Virtual WorldsBy: Brian Oatway

Page 2: Games, simulations, and virtual worlds

Games and Learning Purpose: Using games and games

design to enhance teaching and learning Creates:

Engaged Learners Experiential Learning Interactive Learning Environment Construct understanding by interacting Interactivity

Page 3: Games, simulations, and virtual worlds

Evolution of Gaming Views Orthographic View/One Frame Side-Scrollers Isometric View: 2.5 D Third-Person Point-of-View First-Person Point-of-View

Page 4: Games, simulations, and virtual worlds
Page 5: Games, simulations, and virtual worlds

Moving the Learner into the Material Problem-based Learning Project-based Learning Just-in-time resources and tools Case-based Learning WebQuests Design Instructional Design

Page 6: Games, simulations, and virtual worlds

Cognitive Framework for Problem-solving Back story Cut Scenes The Quest Spatial

Scenario Unlocking the

Narrative Framework Linear

Page 7: Games, simulations, and virtual worlds

Educational Multi-user Virtual Environments (MUVES)

Page 8: Games, simulations, and virtual worlds

What is a MUVE? MUVEs designed for the educational

community embed tasks or problems within a virtual environment or context.

Users: Explore the environment Examine digital objects Communicate with others Support Inquiry based learning

Page 9: Games, simulations, and virtual worlds

Educational MUVEs River City Quest Atlantis Murder on Grimm Isle

Page 10: Games, simulations, and virtual worlds
Page 11: Games, simulations, and virtual worlds

Thank you!


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