tag:blogger.com,1999:blog-37032121.post791454802436735540..comments2024-03-27T05:04:39.476-07:00Comments on Museum 2.0: Game Friday: Games as Gateways to Open-Ended ExperiencesNina Simonhttp://www.blogger.com/profile/11723930679606298550noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-37032121.post-72050589899284195952007-11-01T13:19:00.000-07:002007-11-01T13:19:00.000-07:00Nina et al. --I don't know how many of you had a c...Nina et al. --<BR/><BR/>I don't know how many of you had a chance to read Barry Joseph's recent blog musings on CSI and The Office in SL, but I thought they were worth sharing. Check it out at -- http://www.holymeatballs.org/2007/10/staff_reflections_a_tale_of_tw.html<BR/><BR/>DavidDavid Khttps://www.blogger.com/profile/04781679887018899941noreply@blogger.comtag:blogger.com,1999:blog-37032121.post-15433810905342380082007-10-29T07:19:00.000-07:002007-10-29T07:19:00.000-07:00Hi Nina, open-ended learning is the realm of con...Hi Nina,<BR/> open-ended learning is the realm of constructivism, but as Seymor Papert would say there is a wealth of knowledge in the objects around us-- objects created by others that we study, those we have created and those created through collboration. When I play games I can't help it-- guns make me want to try shooting things around me while anti-gravity devices male me want to lift and move things around. These objects influence my behavior along with the environments reaction to these objects or my use of these objects. For example, a gun that tickles instead of blowing away is much more likely to be pointed at allies. This relationship we have with the things around us in a virtual world can be leveraged to guide behavior. The challenge is not only the players but the designers. Some games that have done this well are Half-Life, Thief, or Hitman.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-37032121.post-86942542413546126332007-10-27T04:41:00.000-07:002007-10-27T04:41:00.000-07:00Very insightful and generous post, as usual. Prov...Very insightful and generous post, as usual. Providing some organization to get people over their "threshold fear" is actually something that I think art museums have been intuitively handling for years. Art museum's range of options for the visitor are physically more limited...should I go look at work in gallery A or gallery B? But intellectually, they introduce an experience (stand still, concentrate, look, and open yourself to aesthetic responses) that is virtually unknown for many of their visitors. Therefore, the museums provide...what...little printed brochures, introductory text panels, curatorial comments in audio tours. Sophisticated art museum goers might consider these offerings superficial, but they help the visitor over the hump. I think that the maligned scavenger hunt might work similarly for visitors to science centers who are expected to do something that also may be unfamiliar to them...open ended exploration.<BR/><BR/>EEric Siegelhttps://www.blogger.com/profile/07845160939767852736noreply@blogger.com