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Media/Deliverables/Papers

  • Deliverables as part of the project
  • Media Mentions of Habitat
  • Papers produced/contributed to
    • ALT-C abstract submitted by David White
    • Next Generation Environments abstract submitted by David White
    • NGE write-up (Learning from the Games Designers)
    • ReLive Abstract submitted by Ian Truelove and Graham Hibbert

Images of project activities:

Uploads from cubistscarborough

Submitted by admin on Thu, 11/06/2008 - 02:36.
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The village

Submitted by admin on Tue, 11/04/2008 - 22:37.
  • cubist

cubistscarborough posted a photo:

The village

The advantage of Second Life is being able to change the learning environment to suit the learners. The first years have got into building little homes, so I've set them the task of creating a village. A quick bit of region texture tweaking and terraforming, and look of the land now suits the task.

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Team BA

Submitted by admin on Tue, 11/04/2008 - 11:07.
  • cubist

cubistscarborough posted a photo:

Team BA

I've merged team A and team B into a new team, team BA.
The task for the rest of this week is to build a village.

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Tree building day, 10am-ish

Submitted by admin on Tue, 10/28/2008 - 23:02.
  • cubist

cubistscarborough posted a photo:

Tree building day, 10am-ish

10am - 5pm. "Build one of the following type of trees:" task. All pilot students, plus a couple of level 3 students, worked on this project as an activity as part of the Big Draw event, which also took place real life in Leeds Met Library.

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Ideas tree

Submitted by admin on Tue, 10/28/2008 - 23:02.
  • cubist

cubistscarborough posted a photo:

Ideas tree

My 'Ideas tree'. Work in progress.

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Tree from Hell

Submitted by admin on Tue, 10/28/2008 - 23:02.
  • cubist

cubistscarborough posted a photo:

Tree from Hell

This student found some fire in her inventory.

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Manatee's Symbol tree

Submitted by admin on Tue, 10/28/2008 - 23:02.
  • cubist

cubistscarborough posted a photo:

Manatee's Symbol tree

Top level 3 student builds a 'Symbol tree'. The black pixel version led me to reminisce about my first computer, a 1K ZX81.

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Crash

Submitted by admin on Mon, 10/27/2008 - 22:38.
  • cubist

cubistscarborough posted a photo:

Crash

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Next Generation Environments abstract submitted by David White

Submitted by whited on Tue, 04/22/2008 - 15:34.
  • second life

The designers of Massively Multiplayer Online (MMO) games face a significant educational challenge. They need to efficiently and subtly teach new players how to use their game. This involves teaching players about the environment and the interface whist keeping them motivated and drawing them into the challenges of the game itself. This is situated learning in which the games designer is the ‘master’ and the player is the ‘apprentice’.

This educational challenge is similar to the one faced by those intending to teach in Multi-User Virtual Environments (MUVEs) such as Second Life. There is a significant basic skill set that students need to master before they can successfully engage in meaningful collaborative activity. The traditional ‘orientation’ process in Second Life is didactic and generic, teaching skills in an abstract technical manner. This has come about because unlike an MMO, Second Life has no shared goal, its possible uses are many and varied. However, a teacher who wishes to use Second Life should have a defined set of goals or learning outcomes they wish to achieve. They should be able to define task-orientated activities that are relevant to their students’ motivations, for example, Art and Design students can be asked to compete to build the tallest monolith as a focus for learning building skills in Second Life rather than being given general instructions on how to create, scale and texture objects. In teaching terms, this seems like an obvious approach but often when faced with a complex new platform, teaching practitioners will often fall back on a basic instructivist style which may not align well with the approach generally taken at HE level for that discipline.

This is where we can learn from the MMO game designers who are careful not to fall into this trap as it is likely to make a players initial engagement in a game seem like a chore. For subscription-based MMOs, such as World of Warcraft, this would mean a high drop out rate and a massive loss of revenue, something that the HE sector can empathise with.

The JISC-funded Open Habitat project intends to learn from the MMO game designers by capturing the processes used in the initial stages of the World of Warcraft game and mapping the styles and types of task to the learning outcomes they fulfil. The data will be captured using pre- and post-activity questionnaires and video screen capture synchronised with video of the player at the computer. This data will then be used in the process of designing appropriate orientation sessions for pilots in Second Life with students from two disciplines: Art and Design, and Philosophy. The Open Habitat project recognises that some of the most sophisticated collaborative learning spaces online at the moment are MMOs and that the design of these games can be a relevant model for the pedagogical structures that we put in place for the educational use of MUVEs such as Second Life.

This presentation will preview the initail findings of this process and will discuss the implictions for the design of Open Habitats first phase of pilots in May and June.

‹ ALT-C abstract submitted by David WhiteupNGE write-up (Learning from the Games Designers) ›
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