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Video games have traditionally been used as a fun and colourful way to escape the mundane realities of everyday life. Gaming offers people the chance to live out fantasies and step into the shoes of somebody or something completely different. Gamers have become military commanders, sports stars, badass fighters, plucky plumbers and even blobs of goo (with no shoes), and players have been tasked with everything from shooting down hordes of alien invaders, to rescuing a princess who has been koopa-kidnapped for the hundredth time.

Games are increasingly being used to educate, enhance, train and recruit, in both the high street titles that we see topping the charts and within schools and professional organisations that are keen to find new ways to engage the minds of staff and students (one of the main problems with traditional learning has been a lack of learner engagmente). The key to success for the educational videogame is realism and immersion. The main objective is to augment the awareness of the topic and to give teachers and professors a tool that they could use through the “learning by doing” principle and “learning by using” because it makes possible to use their skills.

One of kind of game is the ‘serious games’ and dramatically transform levels of learner engagement whilst dealing with serious issues.” Many serious game use role playing in a simulated  environment  as a mechanism for training  and development and the simulation of situations and environments is a common  component  in nearly all serious games. Simulation generally refer to an industry  or job specific application in which technology has been custom developed for that specific training need, with an implication that the equipment and software could be quite expensive.

Desired outcomes:

–       Innovation and creativity,

–       problem recognition and solving,

–       determination,

–       risk taking,

–       personal skills and team working,

–       charisma and vision,

–       communication skills

TYPES of GAMES:

–       Role playing

–       Strategy

–       Simulation

–       Puzzle and Quizzes

–       Decision tree

–       Social network

–       Team building

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Aside

The Videogames:

I say about it that given a potential electronic heaven where all our wishes could be granted, we have opted to create starkly unequal worlds, where there’ll never be enough mystic swords for everyone? I don’t know. I know that we can create different tools for every need, problem,question,life and with this technology it can possible investigate the ways to solve problems searching right strategies.

Games have been ignored or fretted over too much like television, film, and even reading before them, they’re a victim of our recurring fear that new technologies offer “a perilous, even sinful, amount of ease”.

But our hunger for playfulness is actually a positive sign: in these imaginary worlds we can both escape and strengthen ourselves. The games we create can be both “a critique of what is lacking in many lives”, and “a channel through which those lives might be changed where we can create the opportunity to improve our abilities.

For that perspective, the APP ABility http://digilander.libero.it/ability.app/ will be a important cue for those already won over to the delights of computer games, and an even more important introduction to them for those who remain sceptical toward to the technologies that improves cognitive abilities and professional skills.

Crossmedialità

Crossmedialità

Enterprise 2.0 – OpenKnowledge

Enterprise 2.0

ABility Nokia-IBM

ABility

tecnologie

La Tecnologia positiva si avvale di strumenti per attuare trasformazioni, cambiando ciò che percepiamo o ricordiamo, cambiando le nostre capacità cognitive e affettive. Esse possono essere utilizzate per promuovere il benessere a livello individuale e sociale. Le emozioni sono considerati componenti essenziali della felicità.Alcuni studiosi della Psicologia Positiva, in particolare B.Fredrikson, ritengono che le emozioni positive abbiano un ruolo fondamentale nella crescita psicologica e nello sviluppo delle risorse cognitive, determinanti nella realizzazione di un flow experience. La Fredrikson si chiedeva se le emozioni positive fossero solo un semplice“orpello evolutivo”, senza una specifica funzione, o se invece servissero a qualcosa. Secondo i risultati ottenuti nei suoi interessanti esperimenti, le emozioni positive hanno cinque principali effetti psicologici:1-estendono il repertorio di pensiero-azione,le emozioni positive rendono più creative le persone, consente di vedere maggiori opportunità, si amplia la varietà del pensiero;2-le emozioni positive riducono l’impatto stressante delle emozioni negative;3-le emozioni positive fanno aumentare la nostra concentrazione o ristrutturare le esperienze attribuendo un significato positivo, una strategia molto utile per superare eventi nefasti della vita;4-le emozioni positive sviluppano le risorse intellettive, psicologiche e anche fisiche che permangono nel tempo;5-se coltivate possono creare una spirale di crescita positiva delle risorse dell’individuo migliorando il benessere.