Saturday, November 26, 2005

Virtual Learning Experiences. VLEs. This is the word I use in regards to the CDK and education. At this point in time I feel that the word 'game' is still too closely-linked with the extremely high budget, fast paced games that often center around activities like sword play, high speed driving, earning points and competing against and/or killing others.
Although the CDK offers a number of ways that users can earn points, my interest is in creating sequential learning experiences that build upon each other. The CDK encourages this by providing multi-media compatibility, multi-user functions and teacher/student interactivity templates.
Awarding students points when they answer a question correctly is certainly acceptable in some circumstances , but the CDK is capable of creating experiences which are much, much more interactive; experiences which will hopefully allow real creativity to be developed and for real learning to take place- as opposed to just memorization.

To be clear, I am not opposed to the word 'games'. There is an entire industry being built around 'serious gaming'-those games which are used for training.(Recommended:Serious Games: Games That Educate, Train, and Inform by David Michael and Sande Chen).
However, in my meetings with teachers who are the potential users of the CDK , I find many who, understandably, have a bias against anything even remotely associated with the fast-paced competitive games that they see children playing alone or in arcades.
As the gaming industry and the education sector get to know each other and collaborate more, it is certain that the word 'games' will be perceived in a better light. For now, however, I prefer the phrase 'virtual learning experiences'...VLEs.

Also recommended:
What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee


Monday, November 07, 2005



The Monja Kids were created in 1998 by a company called Hong Kong based company called Compudia. Compudia was established to research and create virtual reality and internet technologies to enable individual expression and promote on-line communication.
Akihiro Seki was the driving personality behind Compudia and working with a team of programmers and designers, he began work on the Monja Kids project. His concept was to use the Monja Kids as a means of branding the technologies; if children could use and enjoy the technology Compudia was creating, then adults could as well.
In 1998 www.monjaislands.com was started. The site allowed users to create their own islands in 2D, as well as to post pictures, chat and more. Revolutionary at the time, the site was featured in numerous magazines, newspapers and news programs. It was recognized by the Japanese Ministry of Education. The site continues to the present and has thousands of users around the world who communicate in English, two forms of Chinese, Korean and Japanese.
Additionally, there are the www.monjamail.com and http://monjakids.no-ip.info/monjakids/ websites.
The far-sighted vision of Mr. Seki also produced the Monja Kids Creative Development Kit, a collection of software tools which allow users to easily create their own on-line worlds and games. The CDK premiered in October, 2005 at the Singapore Science Center as part of the Planet Games exhibition.
The Monja Kids CDK is now establishing itself as an exciting and promising tool for creating educational games, virtual worlds, unique advertising and promotional campaigns as well as being an entertaining on and off-line hobby for children and virtual community enthusiasts everywhere.