Presentation is loading. Please wait.

Presentation is loading. Please wait.

What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University.

Similar presentations


Presentation on theme: "What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University."— Presentation transcript:

1 What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University

2 World of Warcraft Over 6.5 million players Over 4231 custom interfaces (by players) –www.curse-gaming.com Play styles: PvE, RP, PvP, RPvP Fantasy game setting: Horde vs. Alliance Immersive virtual world -- engaging and addictive

3 WoW Machinima Amish Paradise -- Weird Al Yankovic Billy McClure –Parody that follows the adventures of a young night elf male in Elwynn Forest Winner of the Xfire World of Warcraft Machinima Contest (2006) –1st Place Best Dance –2nd Place Best Editing –2nd Place Best Original Music

4 What Makes WoW Engaging Reward system -- loot, money, experience Engaging graphics, sound, animations, races Quests -- supports a variety of play styles Reputation & rank--faction and battlegrounds Customizable interfaces -- user control Interaction -- forums, player sites, chats Compelling social spaces--groups and guilds Skill development

5 What is Second Life?

6 Activities Creativity –Build, model, texture, associate and use Interaction –Social skill, collaboration and cooperative play Game –Logic/Puzzle, Mystery, Roleplaying (RPG), PvP –Need more Player vs Environment games** Skills –Music, art, fantasy, technology, applied skills

7 Campus Design

8 Virtual Campus in SL

9 Design

10 Research -- Shared

11 Thomson NETg

12 Virtual Classrooms

13 Presentation Forums

14 Dynamic Environment

15 Legitimacy in the Academy

16 Blended Reality Symposiums

17 Amazon.com in SL Briefing

18 Amazon.com SL

19 Navigating the NMC

20 Educational Events

21 Teaching in Second Life

22 Applied Learning

23 Immersive Design

24 Modeling the Problem

25 Structural Designs -- Floating

26 Evolutionary Design

27 Scripting Ramapo’s Robots

28 Diverse Virtual Spaces

29 NMC Teachers’ Buzz Meetings

30 NMC Campus Designers Electric Sheep Company

31 Virtual Learning Spaces Second Life provides an opportunity for –Collaboration and Community –Research –Use of Virtual Learning Spaces –Classes in World -- Activity-based learning Authentic assessment Game-based culture Easy interaction and navigation

32 Learning Activities Conceptual –Skill development –Knowledge acquisition –Leadership –Strategy –Tactics –Team building –Economics Activities –Building/creativity –Quests/discovery –Guide/mentor –Solve problems –Accomplish goals –Collaboration –Financial success

33 Conclusion Next Steps –Create activities that map to learning outcomes Reusable learning objects -- games, activities, etc. –Design game-based worlds that provide immersive learning experiences Quests focus on discovery Reward systems Remains engaging, unlike many educational games –Leverage virtual world capabilities to create and use temp-on-rez learning spaces

34 For More Information Contact Cynthia Calongne at calongne@pcisys.net


Download ppt "What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University."

Similar presentations


Ads by Google