Explore real problems in truly interactive environment
Salford (UK) / Zirl (Austria), August 2006 - Bridging the gap between the currently available educational software and the more dynamic games software market is the goal of a project called CRIMCITY. Supported by funding by the SOCRATES-MINERVA action line of the European Commission, CRIMCITY tests the benefits and effectiveness of learning by means of VE and related technology and incorporates the strengths offered by the media.
"Reviews of current educational software reveal that there is minimal use of VE technology to provide learning experiences in personal and social development or social problems", says Friedrich Scheuermann, Institute for Future Studies, Zirl, Austria. In schools and colleges, there is little opportunity for students in the 14-19 age range to explore real problems in a truly interactive computer environment, for example to develop social awareness through exploration of events and consequences.
On the other hand, young people are consumers of games on home computers that involve them in exciting problem solving activities. "Though many games do have some basis in reality, few if any have roots in key themes of the European schools curricula and relevance to the European Community-˜s transversal policies", states Scheuermann.
The project CRIMCITY aims to bring together educational software and the games software market. The project approach combines the engaging factors of 3D games and the benefits of role-playing for enhanced learning to produce an educational package that has a novel and original approach addressing street crime in the classroom.
Scheuermann: "This will provide an example of good practice in the use of VEs in teaching and learning, and provide greater awareness and understanding of the potential of VE to be applied to other subject areas of the curriculum." The tool could be also used for community consultation and empowerment.
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