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Game-based learning theory
| Content Provider | NASA Technical Reports Server (NTRS) |
|---|---|
| Author | Laughlin, Daniel |
| Copyright Year | 2008 |
| Description | Persistent Immersive Synthetic Environments (PISE) are not just connection points, they are meeting places. They are the new public squares, village centers, malt shops, malls and pubs all rolled into one. They come with a sense of 'thereness" that engages the mind like a real place does. Learning starts as a real code. The code defines "objects." The objects exist in computer space, known as the "grid." The objects and space combine to create a "place." A "world" is created, Before long, the grid and code becomes obscure, and the "world maintains focus. |
| File Size | 12000209 |
| Page Count | 22 |
| File Format | |
| Alternate Webpage(s) | http://archive.org/details/NASA_NTRS_Archive_20080040985 |
| Archival Resource Key | ark:/13960/t39073n57 |
| Language | English |
| Publisher Date | 2008-08-01 |
| Access Restriction | Open |
| Subject Keyword | Learning Theory Game Theory Virtual Reality Shops Ntrs Nasa Technical Reports ServerĀ (ntrs) Nasa Technical Reports Server Aerodynamics Aircraft Aerospace Engineering Aerospace Aeronautic Space Science |
| Content Type | Text |
| Resource Type | Article |