The last notes of this module considers using COTS games to promote curriculum based learning and to provide parents, teachers and students with a shared experience; to promote the understanding that learning does occur within games. Furthermore, that “gamer-identity is increasingly connected to self-identity as a creative, skillful and collaborative”.

Learning within games is increasingly possible using a multi-player approach.

The notes continue to talk about the imminence of more realistic and immersive environments. It mentions Second Life and other Virtual’/’open worlds’ which “are difficult to define and demand constant re-examination” but where concurrent users interact with each other and the number of objects with complex behaviors and appearances.”. The pedagogy needed to use these worlds includes partitioning and ‘sharding’ (where the same world is represented on different servers) e.g. World of Warcraft.

Finally “when thinking about learning and teaching inside games, it is important to be clear about what is happening pedagogically” – it is all about evaluation of “the kind of learning which should occur inside a game designed for learning”. See article Mindshift.

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