Archive for the 'Online Education' Category

Serious Gaming

The term “Serious Gaming”, refers to games that are used not only for entertainment purposes but are also used for “training, advertising, simulation, or education”, and allow the user to learn new skills as well as developing and honing ones they already have. They “can be of any genre, use any game technology, and be developed for any platform”

The Game Impact theory states that there are 5 main reasons that are driving the adoption of game technologies in recent times, they are;

  • Cost advantage of hardware platforms,
  • Sophistication of software applications,
  • Social acceptance of game tools,
  • Successes in other industries, and
  • Innovative experiments in the adopting industry.
  • This concept is not only aimed at primary and secondary education level, but also can be an incredible tool for businesses that are willing to try new and “adventurous” routes to improve their staff’s skills. It is intended to provide an engaging, self-reinforcing context in which to motivate and educate the players”. By playing around in the simulation, people can learn how to make better decisions in the real world. This allows people to start  talking about different issues whilst allowing them to increases their capabilities in a very short space of time.

    Serious Gaming also allows for mental stimulation through “Novelty, Variety, Challenge, Practice” and “Brain Fitness” and if used regularly, they can and will improve attention, memory, thinking, and stress management.

    In the past games were not seen as “serious” tools, and for this reason businesses shied away from using them, as well as the fact that until recently the technology was simply not as advanced or developed, and could only be used on a very basic level, and therefore it was not able to lead to much change or growth. Games however have become part of the modern lifestyle and are much more widely accepted than ever before, this is also due to the invention of multi-player games as it has allowed “games” to become much more interactive. Due to this we shall soon be seeing a new and flourishing market of games aimed specifically at education or “edutainment”

    The Future of Social Networking Sites in SA

    I was asked by Jeremy and Dave to write a report on where I thought Social Networking Sites were going, especially in relation to business in South Africa, and what follows is what I came up with..

    The future of Social Networking Systems in South Africa remains unclear, what is obvious however is that they are having a profound impact across the world and South Africa will have to adapt and adopt them in order to stay connected and on the ball. Most middle to upper class South Africans view SA as a first world country and many of these individuals would have already have joined a SNS such as Myspace and many are already connected via Facebook.

    The problem however arises in the fact that, the majority of South Africans are 3rd World citizens who do not own their own computers and most even if they do, a lot will not have access to the internet. What they do have however is cell phones. The mind boggles that many cannot afford fixed line telecommunication but most of the population have access to and use prepaid cell phones. Because of this Mxit became popular very quickly as it allowed people to instant message their contacts for the fraction of the price of sending an sms. I think that this is where the future of SNS’s in SA and the whole of Africa lie, in cheap and easily affordable connections through cellular devices.

    Businesses need to realize that these are money cows, literally waiting to be milked; the marketing that will be available is endless as it allows for instant connections with your direct target market, unlike the old methods of television, radio and print, which were all expensive, time consuming and could never guarantee a particular market of people. The internet affords businesses the luxury of “cheap” marketing, by way of bloggers promoting their goods and services, but now also through SNS’s where a target market can easily be found and the advertising aimed directly at them. Particularly in SA where English is not the first language for the majority of the population a SNS, if it is to reach a large portion of the people, would have to be in either Xhosa or Zulu, and be targeted and marketed correctly. There is no point in trying to sell an Americanized/Westernized product when this is not culturally relevant to them. If a SNS is developed and is easily available to the masses, cheaply and efficiently it could spark some what of a cultural revolution. (Mxit’s slogan is “Join the Evolution”) Those who were once disenfranchised being able to hold the power as together they would be a very powerful tool for businesses to market and sell their goods and services through.

    “Like radio, film, and television before it, but to a much greater degree, the Internet has the potential to absorb the fringes of culture and translate and package them for the masses. MySpace does that better and faster than any Web site yet concocted, better and faster than anyone could have imagined even five years ago. MySpace is like a direct conduit to future trends, a high-speed connection to the next big thing.” (Vanity Fair- “Will success spoil Myspace?”) I think this is true of all SNS that are currently available and for all future ones that are yet to be invented I think this will have to remain true for them to succeed and have any sort of relevance in our everyday lives. The possibilities for the future are simply endless!

    Digital Game Based Learning

    When it comes to learning technologies games have been around for quite a while. However with technology progressing as fast as it is there is now a whole new way to develop games and serious games for all aspects of learning.

    Continuing in this light the Shuttleworth Foundation will be holding an Indaba on games and learning in South Africa on the 14th of August.

    It will be exploring, amongst other things, the state of gaming among the youth, opportunities for using games in education and learning, and identifying barriers to increased use of gaming in learning.

    Steve Vosloo will also be reporting back on the 2008 Games, Learning and Society conference.

    Space is limited but to attend you can contact Wendy Stoffels (wendy@shuttleworthfoundation.org)

    You don’t have to be the best

    One of my favorite writers once said; “Being the best is the enemy of being good“. By that he means that to succeed you don’t have to be the best. If you are good at what you do you can be successful. If you strive to be the best you often just end up losing. (both the plot and the race.)

    It is more evident now than ever before with the amazing amount of interaction on the web. If you strive to be the best in your field you are going to be competing with a lot of others. The only way to be the best is through hyper-segmentation and even then you might have competition. It really goes hand in hand with the idea of the long tail, with the amount of information on the flattened web there is so much knowledge and you can never really know it all.

    You can no longer sit around resting on your laurels, you need to be out there learning, getting it wrong, getting it right… Collaborating, learning together. It’s time to let go.

    iSummit ‘08

    “Imagine a world in which every single person on the planet is given free access to the sum of all human knowledge. That’s what we’re doing.”
    Jimmy Wales

    iSummit 2008 is being held in Sapporo, Japan in July. For those of you who don’t know, iSummit is the international Summit of iCommons and the idea behind iCommons is a free digital culture and free sharing of knowledge.

    This Year speakers include:

    David Bollier

    Jamie King

    Jimmy Wales

    Rebecca MacKinnon

    Adam Haupt

    This year iSummit will have a parallel summit in Second Life with workshops, community discussion sessions, an open education track and much more. They will also be streaming the real keynote addresses from Japan live into Second Life, thereby making the summit even more accessible to the rest of the world.

    Supercool School hosts Open Classes on Facebook

    Supercool School logoFor the last few months I’ve been tracking the development of a concept called Supercool School. The idea is to create a peer-produced, on-demand learning environment that will revolutionize the way people learn online.

    Check out a demo of it in action on Blip.tv

    My only concern at this point is whether the teachers will be rated - I am keen to sign-up for classes, but the idea that anyone can step into the teacher’s seat makes me worry that I might waste an hour with a bad teacher.

    I am impressed with what the Supercool School Principal, Steli Efti, and his team they’ve put together so far, and I have no doubt that it will get even better as more people start attending classes.

    The Story of Stuff

    Annie Leonard uses animation and the interactive, pass-along attributes of the web to ensure that her message about Sustainability and Consumption is well understood, and widely seen.

    This is a teaser video, the full version can be viewed at www.storyofstuff.com . It’s a great video, and really enhanced my understanding, and hopefully habits, about behaviour.

    Wikieducator

    Wikieducator

    If you have a few spare minutes in your hectic schedules you should check out http://wikieducator.org Just be warned it might take up more of your time than you might expect…

    What is Wikieducator? It is a collaborative space for the planning of education projects linked with the development of free content. A space to develop free content on Wikieducator for e-learning and to work on building open education resources (OERs) and a space to network funding proposals developed as free content.

    It was voted by Stephen Downes as the best educational wiki last year and if the developments that have happened are anything to go by, watch this space.



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