This week I’m in Lisbon for the eChallenges event. This
morning’s session was about technology enhanced learning – apparently things
have changed a great deal since I was at school some time back in the early
middle ages. It’s not surprising – as Manuel Oliveira of Sintef put it, the
digital natives are coming! He told us how his 3 year old has appropriated the
family tablet PC and tries to change channels on the TV by swiping the screen.
His 2 year old shouts at the landline handset from across the room because
she’s so used to Skype. Clearly, learning from a dry and dusty text book is not
going to have much appeal once that generation gets to school.
Fortunately, there are some exciting new environments and
methodologies already in the pipeline. E-ScienceTalk is already working with
the GLOBALexcursion project, which aims to provide an extended and enhanced
school curriculum for science infrastructure online. The main access point is
the Virtual Science Hub – ViSH.
It contains a selection of e-Infrastructures, a social network where scientists
and teachers will be able to exchange and establish collaborations, and a
virtual excursion room, where pupils will be able to experience real e-science
applications in areas of high relevance for the future, such as nano- and
bio-technologies, volunteer computing, and life sciences. For students, they
gain an insight into real life scientific work in an engaging virtual
environment.
Gordon Ingram of the University of Bath introduced us to the
concept of a ‘serious game’. Not a contradiction in terms, this is a game that
is primarily designed for a purpose other than pure entertainment ie to educate
or train. The SIREN project brings the serious game into a pretty serious field
– improving conflict resolution skills for 9 to 12 year olds. The project
brings together psychologists, teachers and game designers, using input and
evaluation from the target age group. This involved exploring areas like playground
games, friendship problems, bullying/teasing and property disputes. Perhaps surprisingly,
the reactions to conflict from children in 3 different countries – UK, Portugal
and Greece – had many similarities. Anger was one emotion you might expect them
to feel, but sadness was the most common.
Out of this research have come two pilot games. 'Village Voices' is multi player game set in a medieval village. The children can opt to
play different characters, dealing with situations that might lead to conflict,
for example competition for resources. 'My Dream Theatre' is single player game
where the player manages a set of characters engaged in putting on a play –
perfect for any budding Steven Spielbergs out there. Initially the games will
be available in a classroom setting, but online multiplayer versions may be
available in the future. Personally, I can’t wait to test it out on my own pair
of little conflict generators at home.
Adults of course aren’t exactly strangers to conflict either
but the Target project focuses more on providing a general virtual learning
space for individuals and enterprises. The temptingly named Lounge is a virtual social space where
learners can interact with one another through avatars and use the facilities
to hold virtual meetings. The Lounge links to a Knowledge Ecosystem Navigator
(KEN), which is the component responsible for the visual navigation of the online
stories and associated experiences. Learners also have access to a chat tool,
can share presentations and documents. E-ScienceTalk of course also has its own
virtual world, the e-ScienceCity where visitors can explore areas focusing on cloud
computing, grid computing and volunteer computing. Visit http://www.e-sciencecity.org/virtual-world-portal
to find out more!
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