Serious Games leveraging presence-based learning
Via: Caspian Learning
Caspian Learning posted yesterday a must-read article titled Afraid
Of What The Future Of Learning Holds? You Should Be!
3D Serious Games for learning offer unrivalled
opportunities for the introduction of more cost-effective synthetic,
presence-based training in both corporate and defense industries.
Back in 2010, they talked specifically about
the idea of Presence, and how a greater sense of presence in a learning
experience could result in higher levels of performance and transfer. They also
talked about how the levels of a learner presence experiences can be affected
by a number of elements – sensory fidelity, avatar properties, level of
interactivity, agency and control responses, and personal relevance.
According to Caspian Learning’s article “where
3DTV [has so far] failed to capture sustained general interest in
entertainment, let alone learning, the Kinect has managed the complete
opposite and succeeded beyond expectations. With its success, a renewed surge
of interest in its application for learning and presence-based training
experiences has emerged.”
“The US Army, for example, sees the Kinect
system as a low-cost solution for smarter cockpits that track what pilots
see or do and better enables them to react in real combat scenarios, whilst
Doctors in London are using Kinect in keyhole surgery. Schools are
adopting Kinect as a learning aid all over the world and developers are only
now starting to create things specifically designed for Kinect to tap into this
immersive potential.”
The Challenge of Value Creation
The article states that for those who have the
skills and expertise of working with 3D Serious Games for learning, it
offers unrivalled opportunities in both corporate and defense industries
in the introduction of more cost-effective synthetic, presence-based training.
But, without hard-won skills and expertise in developing appropriate
experiences, creating games that actually develop skills and improve
performance is still a challenge for most developers.
An understanding of why and how players engage
with Serious Games and of the factors that can influence and enhance engagement
is crucial for the design and use of effective game- based learning
experiences.
“Fortunately,
for those of us that have spent the last 10 years in the immersive
learning/Serious Games industry”, say the
authors, “the fundamental aspects of learning science are still the most potent
when it comes to creating valuable, behavior changing scenarios and that
expertise allows companies like ours to effectively adapt to the ever-more
frightening potential of emerging technologies.”
The article wraps-up providing a taste of what
The Frightening Future could be and anticipating
that the Holodeck experience is almost here.
CES 2013 - Is
this enough presence for you?
The Oculus
Rift has made waves in the gaming world as one of the most innovative VR
technologies to be developed in recent years. Named Best in Show at CES 2013 by
The Verge, the Oculus Rift takes gaming to an entirely new level.
Remember Microsoft's
patented idea of projecting the bits of a gaming you don't see on your TV
- the periphery - onto the walls and furniture of your living room?
The idea has materialized.
It's known as IllumiRoom and it was shown in video at CES.
Read the full article
here.
