eLearning Learning is a community that tries to collect and organize the best information on the web that will help you learn and stay current on eLearning. If you would like to be included and or participate, please contact:Tony Karrer
... worlds" (not "games"), and that many saw VW's as the evolution of the 3D Internet. He highlighted that VW's would develop ... of this (including leveraging mash-ups). Keep an eye on Linden - with a new CEO and lower costs, they are aware of the ... members. One interesting list from Curtis Conkey (NAWC) was on the difference between games and VW's (as a side note, I think some of these categories are limiting as games do not necessarily fit the descriptions provided): VW's are "24/7" while Games are "as needed" VW's are "persistent" while Games are "clean slate at start" VW's are "moderate ...
9 months to develop 1 video game (1983-1984). Left video game industry - 1984 2002 - graphics so much more ... collaborative. You have to work with others (strangers). + Games can successfully create creative learning environments. Intrinsically motivating. + Challenge - how to take from "video game" to serious, work-oriented education. - Class sessions now common in Second Life. Linden Lab now has resources for educators (SimTeach) + Now a Second Life best practices ... get there? - Monopoly - best selling board game ever. + Official - unemployed radiator salesman developed it ...
... island in the Second Life (SL) 3-D virtual world created in 2003 by San Francisco based Linden Lab Research, Inc. Linden ... ?? in the Science Fiction book â??Snow Crashâ?? (Neal Stephenson, 1992). Linden Labâ??s goal was to create a user-defined world of general use in which people can interact, play, do business, and otherwise communicate. SL is not a game, it is a platform where you build environments including games. SL works under both Mac OS X and Windows 2000/XP. SL residents retain the intellectual property rights to the objects they create, although they are required to offer the ...