Play2 is a new bar in South Philly with a twist. Games & whopping big screens to view the games. With 18 semi-private booths, 58" LCDS and a variety of gaming consoles, it's sure to be a fun place to gather with friends, eat, drink - and play games. Check out the pics!
To me, this is just another indicator on how our culture is embracing electronic games. Soon, the ability to play games in a socially interactive environment will be as easy to reach and as transparent as cell phones.
Opportunities like this are popping up with more regularity. Is this an indicator of thye sustainability of virtual worlds in education? Train the trainer exercises usually indicate a second or third wave of coming activity in a given area.
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In February 2010 Cornwall College will be piloting the first teacher training course of its kind. Delivered entirely online, sessions will take place in Second Life and on moodle with a blend of other web 2.0 applications including Skype, blogs, wikis and Cornwall College's own streaming media server. The course will be taught over 3 months and will require about 4 hours a week of study together with the submission of a final portfolio.
The course will look at key teaching concepts such as the planning, delivery and evaluation of sessions, group motivation and behaviour management, learning styles, barriers to learning, record keeping and inclusivity, equality and diversity in practice. Participants will also deliver a thirty minute "micro teach" session to their peers. This can be done in Second Life or filmed in real life, uploaded to our media server and assessed aysnchronously. Please note that this course is for people interested in teaching adults and young adults only.
We believe that real life, transferable teaching skills can be taught using synchronous and asynchronous methods and assessment and are looking to put together a pilot group of 6 to 10 students, already competent in using Second Life, to trail the course. In return, we will waive course fees and offer sucessful completers both a certificate of completion and a Flip video camera.
If you are interested in enrolling on this course or would like further information, please feel free to reply to this email or IM Bex Mavendorf inworld.
Thanks
Bex
Bots, or robots, are a much-needed item in Second Life for complex simulations that require the user to interact with others. It's difficult to stage a complex simulation with live actors, but the advantage of doing so is obvious - there's a real brain behind the avatar/actor.
An alternative is to use bots. By attaching some clever response scripts to an inanimate object, you can create a reasonable semblance of interactivity. Some folks call this AI, or artificial intelligence, but it's not really that at all. It just a very limited set of programs designed for a very specific purpose.
For example, if you staged a disaster with real actors, they could respond to stange or "off the script" comments, such as a rescue worker commenting on your jewelry. A bot would simply not understand this - probably responding with a neutral comment that totally deflates and stops that particular line in the conversation.
Bots in Second Life are much needed for complex simulations that can be run by any one, any time. Some folks have dabbled with this over the years, but I've not seen anything of real promise, until recently. Check out
http://caledonianblogs.net/soh-secondlife/2009/11/02/aiml-test-bot-colin...
I hope Caledonian U contines to work on this and makes their efforts readily available. It would open up a new area for educators in SL.
Not Education in Jeopardy - another topic that is continuously debated in the US!
This is in reference to a recent blog post about the game Jeopardy at
http://www.hastac.org/blogs/etussey/pre-digital-edutainment-jeopardy-cla...
It's a short read - well worth the five minutes you'll spend to read it. Things that stick out for me:
What other good things arise when we use a "standard" game like this for educational purposes?
BTW - The EGC has a version of the game, named Peril! Check it out.
Faculty are invited to attend a workshop on the educational benefits of the online virtual world Second Life on November 12 from 1:30-4:30 p.m. The workshop will take place in the Educational Gaming Commons Lab in 6A Findlay Commons at the East Halls, University Park, and will be facilitated by the Educational Gaming Commons staff and Shannon Ritter of Penn State Outreach.
Virtual worlds are 3-D, online, persistent spaces created and evolved by their users. The virtual world Second Life (http://www.secondlife.com/) offers tremendous potential for research and teaching. Within this vast and rapidly expanding place, you can do, create, or become just about anything you can imagine.
Virtual worlds provide many educational benefits. The two strongest benefits may be an immersive problem-solving environment coupled with social interactions. For example, at Penn State, Second Life is used for teaching Spanish, as a meeting spot for World Campus online and distance education students, and more. The Penn State Educational Gaming Commons hosts space in Second Life for educators.
This workshop will first introduce you to the basics of Second Life, including how to acquire a free account and to navigate within the world. The second part of the workshop will demonstrate discipline-specific uses of Second Life to spark your imagination on potential uses of this environment.
Space is limited to a maximum of 12 people. To register, complete the online form at http://tinyurl.com/EGCSLWorkshop. The form will ask you to indicate your academic discipline as well as which aspects of Second Life you would be most interested in seeing during the workshop. If you have any questions, e-mail gaming@psu.edu. The workshop is sponsored by the Educational Gaming Commons, a service of Information Technology Services.
Hi Everyone,
We wanted to give you information about an upcoming event in the Libraries. On Tuesday, October 13, from 5:30–7:00 p.m., we will be hosting a Digital Literacy Contest for students in 302 Paterno Library. Students will compete for cash prizes by using the Internet and our library databases to answer questions. Contestants will be given 30 minutes, 20 questions and Internet access. Correct answers earn points, and incorrect answers are penalized. Questions are graded in near real-time and the highest score wins. The competition will be followed by free pizza and discussion about the future of libraries, technology, and society.
We will also host an optional, free 45-minute workshop on digital literacy, on Wednesday, October 14, 11:30 a.m. in the same location (open to the PSU Community) and a subsequent workshop at 1 PM for the Libraries' faculty and staff to discuss the contest and engaging students with similar events. Please let us know if you would like posters, handouts, or table tents about the contest for your area.
Purdue University students created the contest in 2007, and in 2009, they received the MacArthur Foundation Young Innovator Award. Cornell University, Indiana University, Northwestern University and the University of Michigan are a few participating universities. The contest creator, Daniel Scott Poynter, will be here to facilitate the contest and the 2 workshops.
Free and open to all students, registration is required due to limited space. Registration is available online at: http://www.DigitalLiteracyContest.org or edit and text the following to 41411: signmeup your@email.com.
Please encourage any students you know to participate, including students in your classes and your student employees (who should have an edge on the completion!).
For more information contact Emily Rimland, erimland@psu.edu or Loanne Snavely, lsnavely@psu.edu.
Thank you,
Emily Rimland and Loanne Snavely
Have you heard about EGC Works? It's a new offering from the EGC. Every several weeks, our "Mr. Podcaster" Jamie Oberdick interviews a PSU faculty member that has worked or is working with the EGC. These 10 minute interludes are a great way to catch up with the EGC during a walk, the drive home, or time at the gym. Check them out!
Podcast #1: Ecoracer Game Accelerates Learning in Penn State Engineering Course
Peter Idowu, Electrical Engineering at Penn State Harrisburg
Podcast #2: Guitar Hero Enhances Learning in Music Education Course
Ann Clements, School of Music, Penn State University Park
Podcast #3: A Virtual Hacienda in Second Life
Gloria Clark, Humanities and Spanish at Penn State Harrisburg
Podcast #4: Second Language Learning Immersion via World of Warcraft
Steve Thorne, Department of Applied Linguistics, College of Liberal Arts, Penn State University Park
Check out http://fangamb.com/ !
Created by PSU Alumn Justin Goldman (creator of LionMenus), this site promises to be an addicting game for those into fantasy sports. I wish him the best of luck!
This is a post at my other blog site. Enjoy!