Saturday, March 1, 2014

Navigate: Trend Impact 4.1.1

4.1.1 Trend Impact


Game based learning and gamification in classrooms, will be one of the fastest growing trends in the next 5 years as more and more schools adopt BYOD or provide devices for the students.  The learning in game based units happens as students are immersed in the environment.  As immersed learners, they are engaged and moving in the direction that I want them to go- towards content mastery.

For online K-12 classrooms, gamified learning units will prove to be some of the more engaging and stimulating of the units.  For universities, I predict the reemergence of immersive environments such as SecondLife.  The technology has finally caught up to the developers vision and  now a new virtual word is being developed- one that incorporates (no pun intended) the user's body (corpus)! Check this out:

http://www.technologyreview.com/view/514776/second-life-founders-new-virtual-world-uses-body-tracking-hardware/

If you watch the video: http://www.youtube.com/watch?feature=player_embedded&v=2mg_fW2rlMU  You may be reminded of the first computer animated talking head who had i=his own television show-  max headroom: http://en.wikipedia.org/wiki/File:MaxheadroomMpegMan.jpg  The facial and head movement tracking is using a very simplified avatar so as to be able to focus on the movements generated by the human eye and head shifts, rather than on developing a more complicated avatar.

This will be like having Wii on 'roids!   This would give online instruction a whole body of new methodologies.  I can't wait.

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