What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University
World of Warcraft Over 6.5 million players Over 4231 custom interfaces (by players) – Play styles: PvE, RP, PvP, RPvP Fantasy game setting: Horde vs. Alliance Immersive virtual world -- engaging and addictive
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
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
What is Second Life?
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
Campus Design
Virtual Campus in SL
Design
Research -- Shared
Thomson NETg
Virtual Classrooms
Presentation Forums
Dynamic Environment
Legitimacy in the Academy
Blended Reality Symposiums
Amazon.com in SL Briefing
Amazon.com SL
Navigating the NMC
Educational Events
Teaching in Second Life
Applied Learning
Immersive Design
Modeling the Problem
Structural Designs -- Floating
Evolutionary Design
Scripting Ramapo’s Robots
Diverse Virtual Spaces
NMC Teachers’ Buzz Meetings
NMC Campus Designers Electric Sheep Company
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
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
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
For More Information Contact Cynthia Calongne at