Gaming/simulation and the Virtual Learning Environment VLE

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Pieter van der Hijden (Sofos Consultancy) 38th Annual ISAGA Conference, 9-13 July 2007 Nijmegen, The Netherlands ISAGA 2007 www.sofos.nl 1

Transcript of Gaming/simulation and the Virtual Learning Environment VLE

Page 1: Gaming/simulation and the Virtual Learning Environment VLE

Pieter van der Hijden (Sofos Consultancy)38th Annual ISAGA Conference, 9-13 July 2007Nijmegen, The Netherlands

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Your presenter

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The theme Virtual Learning Environment becomes central

backbone in educational institutes Implications for serious computer-based games

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Presentation VLE as a world apart VLE as game management system VLE as game extension VLE as game engine (now) VLE as game engine (future)

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VLE is the end of a the educational process chain

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WHAT IS A GAME?

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VLE Gaming/Simulations

Educational / Gaming

Teacher centredGoal is learning (and testing)

Student centredGoal is exploring, competing, fun

Organisational HierarchicalCohort basedExtension of classroom

NetworkFlexible in timeInformal learning

Technical Backbone for the whole instituteDeveloping slowly

Each game isolated, various platformsChanging rapidly

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Administer and enrol students Organise subgroups Deliver learning resources and activities

(see next slide) Collect results Organise gradebook

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Start-up Introduction Briefing

Micro cycles Steps-of-play Mini-critique

Shut-down Debriefing Evaluation & follow-up

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Picture

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VLE’s have intrinsic gaming functions Branched story games Flash games (via

SCORM)

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New functions of VLE’s Choreography of learning (Learning Design,

IMS-LD) Sequential activities Parallel activities Conditional activities

New challenges Service oriented architecture

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VLE as… Educational

Gaming Organisational Technical

A world apart Gaming is strange element

Limited use Gaming is disturbing

Gaming is disturbing

Game management system

Gaming gets an educational context

Gaming management is improved

Gaming is incorporated

Games have to follow standards

Game extension Interesting new interface

Open, unstructured, not always appropriate

Depandency of supplier

Complex, changing all the time

Game engine (now)

Ready to use Sometimes appropriate, not very high profile

Takes some lecturers time to develop

Ready to use

Game engine (future)

Interesting new world

Shifting borders between leraning /gaming acticities

Heavy investment in training for lecturers

Rebuilding current systems

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Using Role-Play Simulations for teaching and Learning - motivation and pedagogy; powerpoint presentation at SAGANET-seminar; Roni Linser (www.fablusi.com), September 27th, 2006, Delft, The Netherlands.

Patterns in game-design; Staffan Björk, Jussi Holopainen; Charles River Media, 2005.

Putting a Second Life “Metaverse” skin on learning management systems; Jeremy Kemp, Daniel Livingstone (www.sloodle.com).

Learning Design; a handbook on modelling and delivering networked education and training; Rob Koper, ColinTattersall (eds.); Springer, 2005.

On the Development of Asynchronous Workflow-based Group Simulations; Pieter van der Hijden (www.sofos.nl); Paper presented at the ISAGA05 Conference in Atlanta, USA; June 27th - July 4th 2005.

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Pieter van der Hijden ([email protected])

Sofos Consultancy (www.sofos.nl)

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