Sunday, October 07, 2012

The Wiley Wiki

For those who are interested in viewing how open-source learning can be achieved. Here is the Wiley Wiki, pioneering the idea of open online content that can be edited by course participants. Like a wiki, like Wikipedia,and this page, the massive open online course (MOOC) begins with the idea that participants can add to and change the learning content.

Periodic Table of Visualization Methods

Coming from the Visual Literacy Organization is the "Periodic Table of Visualization Methods." This table is amazing and fun to review...

Wednesday, October 03, 2012

Conducting empirical research in virtual worlds: experiences from two projects in Second Life

We have been asked for more Second Life/Virtual Worlds empirical studies. Here is The Researcher’s Toolbox posting for November 2010. The Open University in the UK, has conducted empirical qualitative research in Second Life, a virtual world. The first project is in the education domain in which they are investigating the designs of learning spaces in Second Life, while the second project is related to shopping and consumer behavior of users in Second Life. In this paper, they discuss their experiences of conducting empirical research in virtual worlds with a specific focus on the following aspects: ethical norms, real-world and virtual identities, privacy of the participants, communication modalities (voice, text and use of gestures), logistics of conducting user-based studies, and skills and training needs of researchers. (contributed by SL Scarlett Sismondi)

Wednesday, September 19, 2012

Designing an Interactive Virtual Learning Environment (VLE) with a Learner-Centered Approach

Li Wang of the University of Auckland, shares, in her paper, the experience in developing an interactive virtual learning environment with a learner centered approach. Many related URLs of related tutorials included.

Monday, September 17, 2012

Why We Play Games – The Player Experience

Gamification is the latest tool for educators to understand better. This study is one of future topics on the subject... They are curious about what could be said of all computer and video games and what, other than story, triggers emotions... What types of internal and external experiences (inside and outside a player’s head) do players appreciate and expect from games and wanted to learn what adult players thought made good game experiences, after all, not all games with good graphics and advanced features are fun and consider how to do it better...