Cette page appartient aux archives web de l'EPFL et n'est plus tenue à jour.
This page belongs to EPFL's web archive and is no longer updated.

Video Games meet Ubiquitous Computing: The Collective Simulation of a Human Being

Video Games meet Ubiquitous Computing: The Collective Simulation of a Human Being




by Prof Alexander Repenning




13th of December 2006, 14:00, BC 129




Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Surprisingly, student apathy is increasing while the general public increasingly reads popular science books and watches science TV programming. We have begun creating a new kind of infrastructure, called Collective Simulations, uniquely combining social learning pedagogies with distributed simulation technology. This infrastructure creates immersive learning experiences based on wirelessly connected handhelds. As part of the Mr. Vetro prototype, students learn about physiology through technology-enhanced role-play. Each group controls physiological variables of a single organ on their handheld computer. A central simulation gathers all the data and projects them. Collective Simulations allow students to learn about the intricacies of interdependent complex systems by engaging in discourse with other students and teachers.
Posted by Florence Colomb on Friday 1 December 2006 at 17:38