The document discusses challenges and directions for the widespread adoption of serious games and virtual worlds in education and training. It identifies three main challenges: 1) access, 2) production, and 3) deployment. To address these challenges, it proposes tools for both developers and end users, as well as frameworks and standards like MULTIS to make virtual worlds feasible for any educator or student to use regularly. Key aspects that need further work include integration with learning management systems, defining best practices for activities and assessment, and ensuring content and data can be seamlessly shared across platforms. Widespread adoption will require overcoming these technological and implementation challenges.
8. Besieged by chores!
Has the
student
progressed?
What did
each student
deliver?
How do I hand
them objects?
Where can
I find each
student’s
work?
9. - How do we ensure that only the
enrolled students participate?
- How can a training manager check
what trainers are doing, i.e., how
can we manage training sessions?
- Who sets up a virtual space? Can it
be automated?
http://hdl.handle.net/10400.2/5454
10. Don’t just create – integrate!
For widespread use…
…of games
…virtual worlds
…mixed reality…
12. Define once: replay anytime
Use of a virtual world system in sports coach
education for reproducing team handball
movements
https://journals.tdl.org/jvwr/index.php/jvwr/article/view/399/457
13. How do we avoid lock-in with a specific platform?
Knowledge on tactics will outlast the technological
platform!
16. By aligning ontologies…
…choreographies move across platforms
http://repositorioaberto.uab.pt/handle/10400.2/3487
Model-driven generation of multi-user and multi-domain choreographies for staging in multiple virtual world platforms
17. In 2017 and beyond, can we
reach widespread adoption?
Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
http://repositorioaberto.uab.pt/handle/10400.2/5815
27. 1
Access
3
Deployment
2
Production
MULTIS
Make it FEASIBLE for any
educator or student to use
serious games and virtual
worlds anyday, anytime,
often, and yearlong.
Not just occasionally, as a
gimmick or only in
the hands of enthusiasts!
30. 1
Acesso
3
Operacionalização
2
Production
3
Who is each student in the game?
Using yet another set of credentials, or the institutional ones?
How to manage intruders or bring guests?
How to archive tasks and results?
How to distribute resources or components?
How do you support struggling participants?
Integration with LMS