Aussie vid makes case:
IT’S REALLY GAME ON
There comes a time in the life of every dreamer/ideas person/creator of change in education when one has to go cap in hand to people who might have little or no understanding of what you are attempting – and care even less.
They are the administrators who control the academic purse strings.
If your “thing” is virtual world education, however, a new machinima created by Australian resident Kerry Johnson (right) might help you lay a foundation for your arguments about the possible benefits of virtual world training and education.
The machinima, “Immersive Learning: it’s game on!”, has been specifically designed by Johnson to introduce educational administrators and policy makers to the uses of virtual worlds in education and training.
Produced for Australian Government-funded education.au’s Immersive Learning Unit it includes case studies from Second Life, Quest Atlantis and World of Warcraft and includes interviews with students and educators.
But its not all “pie-in-the-sky” stuff.
Presenter Greg Black, CO of Education at education.au, after demonstrating just how mainstream virtual worlds are becoming, stresses that for education/training to be successful and beneficial in virtual worlds it must be based on sound education design principles.