MUVE Game ProjectRequirements
Broadly speaking, your task is to describe the design of an experience that teaches something and which takes advantage of the affordances of Second Life while working around its limitations. More specifically, your project must:
Possible Project TypesThe possibilities include, but are not limited to, the following: Transplanted Role Plays. Role playing simulations have been an integral part of the teacher/trainer tool kit for decades. Can you take an existing role play and move it into SL in a way that goes beyond what's possible in a face to face situation (without losing the immediacy and emotional impact of face to face interaction)? Interactive Exhibits. Can you design a virtual exhibit that uses SL's scripting language in a way that learners interact with? Projects like this must show an advantage over simply putting up a web page with interaction based in Flash, most likely by requiring avatar to avatar interaction as part of the design. (You don't need to actually script the exhibit, but you need to show that Second Life is capable of doing what you propose.) Language Practice. Since Second Life can bring together language learners with native speakers of the target language, can you design an environment that allows interaction and feedback between learners as they practice speaking, listening, reading and writing? Your design should include an environment stocked with things to talk about. (e.g., LanguageLab.com). WebQuests. The WebQuest model has lots of fans around the world. Can you take an existing WebQuest (as Cathy Arreguin and Peggy Ward did for Meet the Immigrants) and map it onto Second Life in a way that actually improves it? Historical Recreations. Create an environment in which participants get a clear sense of what some different time and place was like. Include pre-designed live interactions as appropriate as well as period buildings and clothing. See the SL Educational Uses page for more ideas. Be aware, though, that some of the examples go well beyond the scope appropriate for this project or depend on casual or spontaneous interactions that cannot be designed ahead of time. DocumentationUsing the template provided, turn in a web document with...
Use CPR:
Second Life as a high quality example to guide you. (NOTE...CPR: Second Life
was actually developed as a final project for the course over a longer period
of time than this assignment will take. Your documentation need not be so fully
fleshed out, or contain any sections not included in the template.) Evaluation CriteriaIn keeping with the multifaceted nature of game design, I'll be looking
at your games with an evaluation rubric which focuses
on the degree to which you took advantage of Second Life's unique qualities and
on your description of the play by play. Due DateOn November 5, 2007, we'll have a showcase and celebration and you'll turn in your design document for grading. This product and presentation count for 25% of your course grade. Your work in progress and final version can all be completed as wikipages. Or, if you like, you can post them on a separate web site. Just turn in the URL. Here are the projects for 2007. |