Archive for the 'Serious Games' Category
Second Literacy
With news that the Government is to put more money into tackling dyslexia, and early literacy intervention, it seems like a good moment to talk about the ‘Literacy Island’ in Teen Second Life. The project, designed to support struggling readers at KS3… is being piloted by Stoke Damerel Community College in Plymouth, and is a joint initiative between Twofour and the Plymouth Local Authority.
The build we created has a Treasure Island theme to it, spacious enough to accommodate several in-world events, and to allow the roll out of the weekly lesson structured tasks.
Teen Second Life is a secure environment for 13-17 year olds. The benefit of creating, as we have, a closed island in this grid is that access can be regulated and students can be brought in with access only to the island. This obviously helps manage content in a safe environment and allows teachers/authorised adults to guide students through the content contained within.
The benefits of using an immersive environment such as Second Life goes much deeper than mere novelty. With the rapid increase of ‘casual’ gaming opening up the computer games market to a greater range of ages, online gaming and Virtual Worlds is becoming increasingly targeted towards younger audiences. There are currently 158 online games or Virtual Worlds launched and in development specifically designed for children. Coupled with the fact that in families with school-aged children 76% have access to a PC and around 80% have access to a games console, this shows that children are becoming more adept in the use of virtual environments and web 2.0, and so more open to eLearning.
Obviously the worry is that merging the act of learning and ‘games’ might detract from the educational content, but this is a very limited view of the potential of this technology. Some would say that ‘serious games’ is a contradiction in terms, however with the narrative driven structure of computer games balanced with the increasing level of procedurally (and user) generated content, creativity, logical progression, literacy, and any number of specific specialisms can benefit greatly.
Welcome to the brave, new, virtual world of learning.
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