Thursday, April 4, 2013

Virtual World Design Intro

Think about traditional instructional design and how design for teaching in a virtual world differs and is similar.
Similarities:  Both require planning based on student demographics, teaching resources available, student resources required, prior knowledge of students, and adaptive technology needs for students with disabilities.

Differences:  In a virtual world, students are all on even playing fields.  This makes it ideal for those with disabilities or obvious differences from other students.  Virtual world design requires intense planning ahead of class initiation.   Designing the framework for a virtual class requires technical skills far beyond the traditional paper/pencil design skills.  Familiarity with the learning platform is crucial in designing a productive and enjoyable class.   The virtual world will allow students to learn at their own pace and/or collaborate with other virtual learners at many different levels.

 Why is social persistence considered important?  It is important because in a digital world, too many things are constantly changing.  To make an impression, ideas have to be constantly monitored and redesigned or improved upon.  Afterward, the idea must be re-presented so that it receives attention from the same consumers.  Otherwise it is shoved to the side in favor of another new idea or tool.   Why is data collection important for a designer? Data collection provides important information about ones students, their habits online, the demographics of them and any other potential students.  It is necessary for making good designs that provide meaningful and relevant learning experiences for students. 

Monday, April 1, 2013

Are Games Better than Real Life?

In this TEDTalks clip, David Perry introduces the idea that gaming in the future will include gamers who will be significantly emotionally invested in the virtual worlds in which they play.  Designers who want to be successful in "hooking" players will need to make sure they include themes, graphics, and situations that are so real that players might immerse themselves in the game rather than retreat to reality.  This to me carries such a great degree of personal responsibility as a potential designer that I almost shiver.  In the clip, Michael Highland is obviously concerned with his well-being and his ability to separate his virtual world and reality.  I also would begin to doubt my sanity given the degree that some gamers immerse themselves into the virtual worlds they choose to play. 

With that in mind, if I design games for learning I would need to be almost hyper aware of the repercussions of gamers becoming too involved in the games.  Perhaps a timer for limited amounts of play time?  A break at particular spots in the game where reflection/discussion can take place prior to continuing?  How would this need to be monitored across all game design?  This is a very sticky situation that will need to be addressed.  Would I want this much responsibility?  Something for me to continue to consider...