Synthetic worlds and games/simulations (ala Second Life, or World of Warcraft) have begun to make news in k-12 and higher education. What are the positive or negative implications of gaming in education? Are the best practices for gaming in education? How can you use games or simulations in your instruction? Unfortunately, there are not easy answers to any of these questions yet. Fortunately, some great people in higher education are working on these questions as I type this blog post.

It appears that Reuters has opened a virtual new agency in Second Life , an online virtual world boasting nearly 1.8 million ‘residents’, of which over 400,000 login regularly.

It will be interesting to see what impact synthetic worlds and games/simulations might have on education. There is much discussion in higher education around gaming-simulation in education. I attended quite a few presentations at the recent AECT 2006 conference in Dallas. I plan to share more on these topics in the blog.

Synthetic worlds and games/simulations (ala Second Life, or World of Warcraft) have begun to make news in k-12 and higher education. What are the positive or negative implications of gaming in education? Are the best practices for gaming in education? How can you use games or simulations in your instruction? Unfortunately, there are not easy answers to any of these questions yet. Fortunately, some great people in higher education are working on these questions as I type this blog post.

It appears that Reuters has opened a virtual new agency in Second Life , an online virtual world boasting nearly 1.8 million ‘residents’, of which over 400,000 login regularly.

It will be interesting to see what impact synthetic worlds and games/simulations might have on education. There is much discussion in higher education around gaming-simulation in education. I attended quite a few presentations at the recent AECT 2006 conference in Dallas. I plan to share more on these topics in the blog.

You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.

When you are planning to buy a synthetic ice rink, you have a certain goal in mind. Either you want to play or practice as realistically on your new synthetic ice rink. Or you want that yourself or your customers just have a lot of fun skating on your artificial ice skating rink. Since there are a lot of questionable synthetic ice products out there in the market, you want to know what makes the best synthetic ice rink different? What are the quality attributes of the No. 1 synthetic ice? If you have time to read, then we recommend you to read the Synthetic ice rink buyer’s guide.

1.) The best synthetic ice has the lowest friction-coefficient.
That results in the No. 1 synthetic ice having a high gliding factor meaning that you don’t feel a drag and can skate almost weightless as you experience on well prepared conventional ice. Be careful that all synthetic ice rink companies claim that they have the “best gliding degree”. The only way you can find out is talking with Professional athletes who have tried that product and last but not least, that you go try yourself that product.

2.) The No. 1 artificial ice has an optimal grip
Grip is key in many skating and hockey manoeuvres. Having the right amount of grip on your plastic ice sheets is key for a most realistic experience. Some products have too much grip. Other plastic ice sheet products have too little.

Synthetic worlds and games/simulations (ala Second Life, or World of Warcraft) have begun to make news in k-12 and higher education. What are the positive or negative implications of gaming in education? Are the best practices for gaming in education? How can you use games or simulations in your instruction? Unfortunately, there are not easy answers to any of these questions yet. Fortunately, some great people in higher education are working on these questions as I type this blog post.

It appears that Reuters has opened a virtual new agency in Second Life , an online virtual world boasting nearly 1.8 million ‘residents’, of which over 400,000 login regularly.

It will be interesting to see what impact synthetic worlds and games/simulations might have on education. There is much discussion in higher education around gaming-simulation in education. I attended quite a few presentations at the recent AECT 2006 conference in Dallas. I plan to share more on these topics in the blog.

You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.

Synthetic Worlds: The Buisness and Culture of Online Games


Synthetic Worlds: The Business and Culture of Online Games

Posted by 2018 article

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