Virtual gaming - I just don't get it?
Second LIfe, virtual games, what's next? Obviously when it comes to this whole concept I definitely show my age - ok I'm not that much older - but older enough to just NOT get it! Where are the days when friends get together and play board games? Or when we sit down with our children and students and play or encourage learning games? I'm sorry I just don't get it!
I tried Second Life as did one of our librarians - Me - I couldn't get off the first Island? For our librarian - Second Life just never seemed to catch on? So if a pilot project flops why continue to invest resources in this? I see the benefit or rather the potential benefit to incorporate games into Info Literacy sessions - but again how do you do this in a seamless way? I don't know and I have yet to see something that works - at least for me. I remember at a conference a couple of years ago - a project - oh I can't remember the name now - of a game where you enter the library and seek out resources. Cool - but effective? Won't students see through this?
Funny though - as I walked through our library late yesterday afternoon - I saw a couple of students playing some virtual game - was it for relaxation? or diversion? Procrastination? It certainly cannot be for learning...
I suppose by now you can tell that I don't get it - and I really struggle with where virtual worlds and gaming fit into an academic environment. Maybe for relaxation and diversion - but I have yet to be convinced there's a place for it when it comes to education.
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