- Support for a good scripted story.
- Support for After action reviews (AARs)
- Heads up display (HUD) to support specific learning goals, as opposed to navigation.
- Interfaces that map to real world actions (see directing people in an educational sim: a case study in balancing "open-ended" with helpful )
- Dynamic AI Characters, with which participants can repeatedly try new behavior to see how they react, and any form of interesting computer controlled, scriptable units for a player to influence.
- The modeling of functional Work Processes
- Levels, tasks, and milestones.
- Dynamic systems, with interacting primary variables and secondary variables tied to Actions.
- Supporting mentor/supervisor/guides.
- Any direct support of Big Skills or Middle Skill (in a way that is richer than real life).
Wednesday, June 04, 2008
10 reasons not to use Second Life in learning
Nice list from Clark Aldrich on why Second Life is not all it's cracked up to be in learning: