Lernprojekte in Virtuelle Welten – Beispiellinks

Kommentieren 12. June 2008

Spielersiches Lernen und Motivtaion komplexe Aufagben zu lösen erleben Kinder heute oft in Spielen. Dort nehmen sie sich freiwillig Zeit und organisieren sich, agieren in sozialen Netzen und lernen zu kommunizieren. Die Idee Kinder dort abzuholen, wo sie sich freiwillig aufhalten, führte in unserem Workshop 3 (Kreativität) dazu, daß die Teilnehmenden nach Konzepten für eine solche “Lern-Spiel” Umgebung suchen. Hier finden sich einige Links zum Thema, die sich bereits mit solchen Formaten befassen …

Rivercity Project – Harvard

http://muve.gse.harvard.edu/rivercityproject/

As visitors to River City, students travel back in time, bringing their 21st century skills and technology to address 19th century problems. Based on authentic historical, sociological, and geographical conditions, River City is a town besieged with health problems. Students work together in small research teams to help the town understand why residents are becoming ill. Students use technology to keep track of clues that hint at causes of illnesses, form and test hypotheses, develop controlled experiments to test their hypotheses, and make recommendations based on the data they collect, all in an online environment.

Active Worlds Edu

http://www.activeworlds.com/edu/index.asp

Since the inception of the Active Worlds technology, it has been a hit with teachers around the world. From architecture departments to science labs to ThinkQuest projects, Active Worlds has been adding new dimensions to learning for over four years.

In response to the growing demand from educators, Activeworlds Inc. launched The Active Worlds Educational Universe (AWEDU). The AWEDU is a unique educational community that makes the Active Worlds technology available to educational institutions, teachers, students, and individual programs in a focused setting. Via this community, educators are able to explore new concepts, learning theories, creative curriculum design, and discover new paradigms in social learning.

Handheld Augmented Reality Project

http://isites.harvard.edu/icb/icb.do?keyword=harp

The game is played on a Dell Axim handheld computer and uses Global Positioning System (GPS) technology to correlate the students’ real world location to their virtual location in the game’s digital world. As the students move around a physical location, such as their school playground or sports fields, a map on their handheld displays digital objects and virtual people who exist in an augmented reality world superimposed on real space. This capability parallels the new means of information gathering, communication, and expression made possible by emerging interactive media (such as Web-enabled, GPS equipped cell phones with text messaging, video, and camera features). More Info

Multiple Choice Identity (MCI) Project – Hanzehoogeschool Groningen

http://www.hanze.nl/home/Schools/Pedagogische+Academie/Werkveld/Games+in+het+basisonderwijs/Multiple+Choice+Identity+Project.htm

Opdrachtgever voor het tweede semester is Wim Kratsborn, projectleider van het Multiple Choice Identity (MCI) Project. In dit project, waar diverse landen in Europa aan deelnemen, worden kinderen van diverse leeftijden (4-18 jaar) uitgedaagd vorm te geven aan hun eigen culturele identiteit met multimediale middelen en die te delen met kinderen uit andere landen. Onderzocht wordt of Active Worlds als virtueel platform daarvoor kan dienen. De projectgroep ontwerpt een virtuele omgeving met daarin verschillende tools waarmee kinderen in de bovenbouw van de basisschool aan hun culturele identiteit vorm kunnen geven via een gameachtig scenario. Dit zal op een aantal scholen in de stad Groningen worden uitgetest.

Synthetic Worlds Initiative – Indiana University

http://swi.indiana.edu/

Verschiedene Weltprojekte:

Arden 1

We have finished our work with Arden and have released the software. There are two versions of Arden for others to use.

Arden I is our “Shakespeare Game”. We created a village nestled in the countryside where you can talk to Falstaff, play cards with Nym, and ask Shylock about markets. It has a fairly complicated crafting economy. It has a Wheel of Fortune, complete with Fortune’s Fool. It has a character who asks questions about Shakespeare and his plays; if you get enough right, you win a prize. In short, it has many things that one might want to see in a Shakespeare teaching environment. The problem is, Arden I was determined by our players to be, well, no fun at all. If you are thinking of building your own virtual world for education, collaboration, marketing, or some other serious purpose, you should download and experience Arden I to review an approach that, whatever its other merits, did not retain the attention of users.

Arden 2 –

Arden II: London’s Burning is our “Fun Game.” Here we created a storyline set in medieval London, a city on fire. A rebellion has broken out; players must race across the city, fighting monsters and ghosts, eventually choosing to help either the King or the Rebels. The story is based loosely on Shakespeare’s Richard III, and players do interact with the characters in that play – especially the ghosts. Otherwise, London’s Burning is a standard role-playing game.

Greenland (Work in Progress):

Players are Iron Age rulers who must cooperate and compete with one another to help their clans survive in the harsh environment. Clans that do well gain more land. The clan ruler with the most land becomes King.

To thrive, rulers must become masters of classic problems of political economy, ranging from simple problems like resource extraction, trade, and production, to complex problems like prisoner’s dilemmas, common pool resources, and public goods. These problems are embedded in Greenland’s environment, in the form of woodlands, rivers, mountains, markets, and pathways. Players may never know that the problem they are facing is called “The Tragedy of the Commons” – but they will have to learn how to respond to it, if they want to survive.

Metaplace – Kommerzielle Software

http://www.metaplace.com/#faq

Metaplace is a next-generation virtual worlds platform designed to work the way the Web does. Instead of giant custom clients and huge downloads, Metaplace lets you play the same game on any platform that reads our open client standard. We supply a suite of tools so you can make worlds, and we host servers for you so that anyone can connect and play. And the client could be anywhere on the Web.

Weiterführende Links:

http://www.activeworlds.com/edu/resources.asp

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