I remember when we first created multi-user online environments back in the early 90s. They were a natural to support learning online, we reasoned. The first thing we build, of course, were classrooms, field trips, and scenarios. We were terribly naive. Then along came 3D environment like Active Worlds and Second Life, and they seemed like a good idea for education. People right away built classrooms, field trips, and scenarios, and we laughed at them for being terribly naive. Now I'm reading about the potential uses of VR in education and seeing the talk turn to classrooms, field trips, and scenarios. What can I say?
The branching scenario is a classic model for learning games. These maps make the structures of these games clear. For the most part they are just trees - one correct outcome and 15 bad outcomes. Sometimes, they contain links from one banch to another, and people taking the E-Learning 3.0 course will recognize them as DAGs (Directional Acyclic Graphs). Except for the last one, which is a time travel game, and loops back to the start, making it a cyclic graph. Via Christy Tucker.
This newsletter is sent only at the request of subscribers. If you would like to unsubscribe, Click here.
Know a friend who might enjoy this newsletter? Feel free to forward OLDaily to your colleagues. If you received this issue from a friend and would like a free subscription of your own, you can join our mailing list. Click here to subscribe.
Copyright 2018 Stephen Downes Contact: email@example.comThis work is licensed under a Creative Commons License.