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The Project Part Two
This is number two in (hopefully) a series of posts that will cover the creation of a new learning activity/game in Second Life using the Logic System, and demonstrating our new TranceFormational Learning approach to learning and training.

At this point, I have a big file filled with a big pile of questions and options, but not much in the way of answers and decisions. I'm not complaining...it's great to see the potential of this project and that is motivating...but, at some point I am going to have to pull some of this together into one of those things I've heard called a "plan". It is an interesting idea and I just might have to try it.
So overall, the idea is to create a learning activity in Second Life that takes full advantage of the opportunities that an immersive 3D environment offers. Five years of research in Second Life has led to my development of the model of TranceFormational Learning, that includes elements of game theory and design, engaged and active learning, as well as elements of NeuroLinguistic programming and other techniques for creating increased synaptic connections between the learner and the "learning". That's the goal.
At the core of this activity will be "some" actual learning content...something the learner is to "learn". That's the issue I am needing to clarify for myself now. My criteria are that it should be something that could benefit from the visualization capabilities of the 3D environment, as well as the audio and other "immersive" potential of Second Life. The topic should also be something that the learner can spend some time interacting with...making decisions about...following paths of exploration about...something that could serve as the core of a good "game".
Let me clarify that the "thing" I am creating is not necessarily going to BE a game. But it will include some of those elements that make a good game a good game. It will be highly visual and audio centric. It will allow the learner/player to make choices and decisions that will have direct impact on the activities that follow. It will allow the learner/player to try & fail, then try again as many times and from as many directions as they need to. It will let the learner/player know just what they need to do to "win", and will keep them fully informed as to how they are doing...authentic feedback. So while it may not play like a game, it will certainly create that 'flow' experience that is the key to a successful game.
I have made a couple of decisions about the project. First, it will involve scuba diving in Second Life. Why? Because it's my project, and I love scuba diving, and am currently land-locked in the midwest with snow and cold and yuck. Plus, Second Life has some pretty good ability to simulate diving. Plus, diving does add to that goal of being visually interesting, does include audio, and again...because it's MY project.

So my current challenge is to decide what the actual "learning" is going to be. It might use diving to teach learners how to use 3D coordinates to find their way around and "solve" something. It might teach some kind of mathematics or physics relating to diving. It might teach about environmental issues relating to something like reef management. Or diving just might be one element in the larger project and the learning could be something entirely different...something about history, journalism...who knows. Or perhaps the key learning is something critical to diving; how to select the appropriate drink at the bar following a really good dive.
So far, I have built the Dive Shop. Spent a lot of time v-diving, and creating several new tools that will allow me to create some highly interactive simulation activities. I just need that topic!
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- The Project Part Two
