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What can we learn from the World of Warcraft and Second Life? Cynthia Calongne Colorado Technical University
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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
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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
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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
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What is Second Life?
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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
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Campus Design
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Virtual Campus in SL
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Design
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Research -- Shared
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Thomson NETg
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Virtual Classrooms
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Presentation Forums
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Dynamic Environment
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Legitimacy in the Academy
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Blended Reality Symposiums
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Amazon.com in SL Briefing
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Amazon.com SL
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Navigating the NMC
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Educational Events
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Teaching in Second Life
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Applied Learning
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Immersive Design
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Modeling the Problem
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Structural Designs -- Floating
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Evolutionary Design
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Scripting Ramapo’s Robots
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Diverse Virtual Spaces
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NMC Teachers’ Buzz Meetings
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NMC Campus Designers Electric Sheep Company
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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
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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
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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
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For More Information Contact Cynthia Calongne at calongne@pcisys.net
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