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media station

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Title: media station


1
media station
  • Media Station is an umbrella project covering
    three investigations into the potential practice
    of using MMOs in educational situations. Each
    Media Station vision is focussed on a particular
    opportunity drawn from the project participants
    own educational and research practice.

2
media station
  • This project is a feasibility study that will
    explore the possibilities and potentials of the
    use of Massive Multiplayer Online Environments to
    assist learning. It does this by proposing a
    learning environment called the Media Station.
    The Media Station would be a virtual reality
    learning environment for the creation and
    distribution of art, entertainment and
    information in media-rich forms. It is a
    creativity playground that includes tools and
    materials for creating and distributing media
    content. It would be a multi-player world and
    have shared and individual 'spaces' with tools to
    design, build, and decorate those spaces.

Glen Wetheralls escape a rich immersive world
with collaborative access to building tools
3
Virtual Temptations Being there
  • MMOs or rich graphic immersive environments seem
    to offer a place to play
  • Educators must question how the MEDIATION of the
    environment might AFFECT pedagogy

Diagram adapted from Jesper Juul "A Clash
between Game and Narrative". Paper presented at
the Digital Arts and Culture conference, Bergen,
Norway, November 1998.
4
Significance
  • The value and importance of this project is that
    it will identify those factors which characterise
    the interactions, engagements and encounters of
    multi-user game environments that can enhance
    teaching and learning. Of specific interest will
    be the modelling of different ways of enabling
    the relationship between learning participants
    that does not replicate existing institutional
    practice, but rather takes advantage of virtual
    communities, knowledge construction and content
    creation.
  • The media Station concept provides an learning
    space different from flat online media (the web,
    online teaching, blackboard, moodle etc) because
    rather than the affordances provided by the
    environment being added to the surface of the
    platform, they are embedded within the
    background.
  • The Media Station is based on an immersive game
    concept that can enable a very different form of
    pedagogy and interaction to other online
    environments, in that the player is immersed in a
    role, is confronted with authentic tasks that are
    interesting and relevant, and the media station
    provides access to the full range of constructive
    tools within the environment itself.

5
Overall research aims and objectives
  • Better understand and articulate how media rich
    (3D visual and audio) multi-user environments can
    enhance learning.
  • Better understand the implications of media rich,
    multi-user environments for pedagogy and
    curriculum development.
  • Develop and refine methods for the design,
    development, use and evaluation of multi-user
    learning environments.
  • Investigate ways to integrate online and offline
    learning opportunities with multi-user
    environments.

6
Media tools
  • The Media Tools undertakes to explore the
    potential of using rich media environments as
    PLACES where participants are encouraged to
    construct and collaborate. The driving hook for
    the project is the requirement across most
    tertiary media courses for students to create
    some kind of storyboard - eg storyboarding in
    film and media studies, concept design in game
    studies, wireframe and architecture in web
    design, animatics, flow charts etc.
  • If the overall media station projects aims to
    "create a multi user environment in which users
    collaborate / conflict / interact in order to
    learn about digital media itself" the an
    underlying question must be whether these media
    rich environments actually contribute or enhance
    learning.

Screen grabs from e-scape by Glen Wetherall. A
useful rich immersive world design would need to
provide pedagogical TOOLS for the purposes of
construction and collaboration. Media Tools
considers what these would be and how they might
be utilised by learners working in collaborative
groups
7
Media Tools
Example design work taken from e-scape
documentation (Wetherall 2004) How would tools of
this design affect pedagogy?
Using similar immersion via graphics as many
MMOs, Media Tools investigates the potential of
e-scape to embed specific world scene building
tools. Research will focus on the collaborative
versus the competitive aspects of implementing
pedagogy in this environment
8
Creative Town
  • The creative town vision is currently in the
    research phase of the project. In brief, the
    project involves a large Creative Industries core
    unit of undergraduate students who are asked to
    produce project proposals for assessment
    purposes. The creative town vision offers the
    students a fictitious Queensland town which they
    then explore in order to apply course provided
    skills in order to present potential
    improvements. The initial phase of the project
    offers a two dimensional environment, the second
    phase of the project will provide a rich
    immersive environment and the key research is
    into the perceived value of the richer
    environment.

Screen grab taken from Virtual Ipskay one of
the Creative Town websites providing a simulated
environment
9
Creative Town
  • The students in this unit are given a practice
    environment in which to explore the roles of CI
    practitioners. In order to scaffold this process
    and assist the participants in comprehending the
    convergence of CI, the Creative Town provides a
    simulated Queensland town, redolent with
    opportunities for new CI projects
  • The primary research environment has resulted in
    rich collaborative product from the students and
    the first phase of the research cycle is
    currently under implementation.
  • The second research phase involves the
    construction of a rich MMO made in the Torque
    Engine

A sample student poster proposing improvements to
Ipskay. Creative Town Website http//creativetown
.ci.qut.edu.au/
10
When Worlds Collide
  • This study exploits a drama experience called
    History's Purchased Page which explores the
    mystery of who actually climbed Everest. Within
    this experience the children take on the role of
    historians and game designers who are employed by
    a fictitious company to design interactive
    software that offers learning experiences around
    the conquering of Everest.
  • A key learning outcome of this experience is that
    the participants start to problematise the nature
    of historical truth through active engagement
    in a dramatic world that uses web based media,
    images and recounts to support immersion in the
    event.
  • This feasibility stage of the study sought to
    understand what might happen if the being there
    of drama is combined with the being there of a
    persistent world.

The activity is taken from O'Toole, Pretending to
Learn Helping Children Learn Through Drama" by.
OToole, J. and Dunn, J. (2002) Pretending to
Learn Helping Children Learn through Drama.
Sydney Pearson Education
11
When Worlds Collide Key questions
  • Would the experience be more engaging if the
    students were also given opportunities to enter a
    parallel persistent on-line world capable of
    generating rich visualisations of the Everest
    context and the chance to deepen their immersion
    via avatar presence and exploration opportunities
    opportunities to not only see the Everest
    world but also act within it?
  • How does this immersion in the virtual world
    affect the childrens engagement in the dramatic
    world, especially with regard to the tensions
    that usually drive dramatic worlds - including
    the all important tension of metaxis defined as
    the "the state of belonging completely and
    simultaneously to two different autonomous
    worlds" (Boal 1995, p.431).
  • 1 Boal, A. (1995) The Rainbow of Desire The
    Boal Method of Theatre and Therapy, London,
    Routledge

The Historys Purchased Page drama process
exploited web based media such as the Mount
Everest Panorama http//www.panoramas.dk/fullscre
en2/full22.html
12
Measures of success
  • Research cycle data from three projects focus
    groups, videos of research events, formal
    questionnaires
  • Analysis of data from specific perspective of
    individual projects
  • Prototype environments and further research
  • Journal and Conference outcomes
  • Technology transfer opportunities
  • Collection of Media Station papers
  • Implementation of research concepts in rich
    graphic environment.

Media Station will establish a centre of
expertise in the growing area of educational
interest in games and MMOs. There are no
development cycle risks in this project to date.
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