Category: Business Lit

A Run on Virtual Banks in SL

The Wall Street Journal has taken note of the run on virtual banks in Second Life. In the old days, SL allowed free reign for most anything. Folks could set up virtual casinos. Banks could be operated by anyone, and deposits could earn interest. It was play money, but the play money was bought with real money.

Then came draconian American online gambling laws and the lawyers for SL corporate parent Linden Lab said it would be best to shut down the casinos. You see, even though it was play money, users spent real money buying the play money, and American law would likely not lend a kind ear to such arguments.

The banks struggled on for a while. There were fears of money laundering. Say a bad guy opened up a bank in SL and deposited ill gotten gain in the form of Linden dollars. Then his accomplice withdrew the play money and turned it into real money in another country. So now, Linden Lab has deemed that only banks in the real world can open a bank in SL. And so, folks who deposited money in the virtual banks want their money back, and some have closed.

Robert Bloomfield, a management prof over at Cornell gets a nice quote (“There is not a whole lot that is fake about this”). So does grad student Joshua Zarwel over at NYU, who actually runs, uh, ran, a virtual bank in SL. His bank, aptly named SL Bank, offered 24-30% interest on deposits, with about $25,000 deposited.

What’s fascinating is the opportunity for studying the simulations of real world behavior that can take place in virtual worlds. Researchers can follow the effects of mass virus outbreaks on populations, economic scares, and market theory. Human behavior remains the same, whether in a virtual world or the real world.

References:
Sidel, R. (2008, January 23). Cheer up, Ben: Your economy isn’t as bad as this one. The Wall Street Journal, p. A1.

More Videogame Myth Debunking

Here’s a nice editorial column from the Fond du Lac Reporter newspaper over in Wisconsin by David Williams debunking a few videogame myths. Recall we’ve taken a look at gaming industry myth debunking before, particularly Ben Sawyer’s Top 10 Myths of Serious Games, and Lee Wilson’s two-part article in Technology & Learning.

Here, Williams rips pundits asserting that videogames cause violence, are responsible for decreasing exercise, and are in general a waste of time. While eschewing the research to back up his points, Williams nonetheless makes a good common sense case for his points. Well worth the read.

References:
Williams, D. (2008, January 20). David Williams column: Time to pull plug on video game myths. Fond du Lac Reporter. [Online]. Retrieved January 20, 2008 from:

http://www.fdlreporter.com/apps/pbcs.dll/article?

AID=/20080120/FON04/801200399/1329/FONlife

Bring Your Avatar Into RL with a 3-D Printer

Read an interesting article in today’s Wall Street Journal about a company using three-dimensional printers to create personal figurines of World of Warcraft avatars. 3D printers have been around a while, but were prohibitively expensive. Article author Robert Guth notes that some models are going for as little as $5,000, though good ones will run 10 times that. They work by spraying a polymer in patterns that harden. Thus, users can “print” three dimensional models rather than the usual 2D arrangements on paper.

FigurePrints, LLC is opening shop this week, with an exclusive arrangement tied to Blizzard’s World of Warcraft franchise. It is expected that players can place orders to have their toons printed as figurines in the $100 range. WoW avatars are highly customizable, with thousands of options in clothing and accessories. Many players obsess over the look of their characters, and it is expected the novelty of creating a figurine based on a player’s personal character may well prove lucrative. The possibilities for other uses seem unlimited as well. FigurePrints was started by former Microsoft exec Ed Fries, and the company uses printers made by Z Corp.

References:
Guth, R. A. (2007, December 12). How 3-d printing figures to turn web worlds real. The Wall Street Journal, p.B1.

Case Study in the Making: Cautious Nintendo Results in Low Forecasts, Few Wiis

Here’s an article in today’s Wall Street Journal by Yukari Iwatani Kane and Nick Wingfield profiling Nintendo, and its extra-cautious corporate outlook.

While Nintendo’s problem [the Wii shortage] illustrates how tough it is for companies to try to predict demand for a product, even in the second year, it also is emblematic of the Japanese company’s native caution. In the past two years, for example, Nintendo has set earnings forecasts so conservative that they achieved them in just nine months.

Nintendo started out as a small family business more than a century ago making traditional Japanese playing cards, and has undergone difficult transitions in its business to survive. Since it started making videogame consoles, the company has seen its fortunes rise with its Nintendo Entertainment System in the 1980s, and then fall in the 1990s as it lost share to rivals Sony Corp. and Microsoft Corp.

Christopher Tang over at UCLA is given a nice quote, explaining that when faced with questions of flooding the market with a product, or predicting demand on the low side, it probably is better to go with the latter. But, consumer anger builds if the shortage continues too long. In the past, console shortages eased up after the holidays, but the Wii remains in tight supply now for the second year.

Japanese toy maker Bandai Co. is a cautionary tale. In the late 1990s, it had a huge success with its Tamagotchi virtual pets, but unanticipated demand led to shortages in stores around the world. Then, when the company focused too much on meeting demand in Japan, consumers overseas were frustrated. By the time Bandai was able to step up production and make more Tamagotchis available overseas, knock-offs flooded the markets and few people wanted the real thing. Bandai ended up cutting its pretax profit forecast by 95% in 1998.

Business schools will no doubt use Nintendo’s management decisions as case study fodder.

References:
Kane, Y.I., & Wingfield, N. (2007, December 7). Nintendo plays it a Wii bit cautious. The Wall Street Journal, p.B1. [Online.] Available: http://online.wsj.com/article/SB119697501146616201.html

Games and Other Tactics for Teaching Millennials in MBA Programs

There’s a lot of money in business schools. Maybe it’s all the rich alumni who generously bestow gifts to universities that helped get them started in the world of big money and important connections. Or maybe it’s money flowing from big corporations in general, that have a vested interest in seeing well-taught MBAs graduate from universities and help corporations solve vexing business dilemmas. Regardless of where the money comes from, there’s a lot of it flowing in and around business schools. So, we tend to pay attention when b-schools start changing things around. The business press picks up its ears, too, and duly reports on noteworthy developments.

So it is in a story from The Wall Street Journal this morning. Ron Alsop discusses changes b-schools are making to better serve youngsters now starting to attend.

The millennial generation’s leading edge — 24- to 26-year-olds — has finally arrived in many M.B.A. programs, especially those that have started admitting younger applicants. Track columnist Ron Alsop recently interviewed Daphne Atkinson, vice president for industry relations at the Graduate Management Admission Council, about the millennial generation’s career interests, its likely impact in the workplace, and how business schools and the council are adjusting to the millennials — and their parents.

Ah, yes … millennials. Those youngsters using Web 2.0 in every facet of their social lives; those cell phone texting, IM’ing, Facebook-using young people. Issues Alsop and Atkinson discuss include “helicopter parents,” social sites, the pro-technology attitudes young people bring to work environments, job expectations of youngsters, and how to deal with teaching millennials in college environments. This last point provided the most interesting paragraph:

Some schools are looking at new approaches in the classroom, such as the use of a talk-show format that allows for different points of view and more interaction than a straight lecture. There also are classroom role-playing simulations that are more personal and interactive than a printed case study. And some schools are even introducing games to engage millennials …

Atkinson concludes the paragraph by noting issues profs have with students multitasking and using laptops in the classroom. If a student doodles on paper, professors don’t have a problem. But, if a student plays solitaire on their laptop (or checks e-mail, or surfs the web) while listening to the lecture, profs have a hard time dealing with the multitasking.

It’s good to see b-schools embrace games and simulations. Of course they always have, even in the distant past (say, the 1950s). The difference now is the games are digital.

References:
Alsop, R. (2007, December 4). Welcoming the new millennials. The Wall Street Journal. p.B9. [Online.] Available: http://online.wsj.com/article/SB119672143267712295.html

Got Troubles? Blame Videogames

I noticed the apparent up tick in media attention to videogame violence recently. Then I ran across Mike Elgan’s piece in Computerworld, where he breaks down recent news items from around the world. Some I’d heard of, and there were a few he mentioned that I hadn’t. The big research item I was aware of, and hope to blog on soon after I’m finished reading it. Here is Elgan’s list:

- The December supplemental issue of the Journal of Adolescent Health devoted to youth violence and electronic media (more on this from me later).

- New Zealand’s National Manager of Police Youth Services stating he felt rising youth violence is tied to videogame consoles (Elgan notes the statement was made after brief exposure to his son’s Xbox, not a formal study).

- The German Society for Scientific Person-Centered Psychotherapy recommended a ban on violent videogames.

- Reading skills in England have dropped, with videogames receiving the lion’s share of blame (this one is stretching it, BTW, based on the copious literacy moments inherent in most all advanced MMORPGs and VIEs).

- Videogames were also blamed for England’s poor showing in soccer this year. It seems British kiddoes are too busy playing with joysticks instead of going outdoors and playing with balls. Videogames = bad. Soccer games = good.

- Elgan then notes a couple news reports blaming games for obesity, broken bones & rickets in children.

- He also points out the study in Pediatrics from German researchers showing sleep disruption in boys playing a videogame before bedtime.

Elgan brings up several counterpoints to the “blame videogames first” crowd. With recent immigration trends of young families moving to England, some 40% of primary kids “over there” don’t speak English at home. This might have a higher effect on reading scores than the Playstation, Wii, or Xbox. The media highlighted the Finnish teen shooter’s love of videogames while ignoring his many other interests which may have certainly contributed to a killer mindset. Focusing on the effects videogames have on teen boys misses the point anyway since videogames continue to grow in popularity across both genders and all age groups.

Here are some additional arguments Elgan adds:

One “solution” you don’t hear very often is: Maybe we should do nothing. Maybe it’s a problem that doesn’t need to be solved … Every generation of adults blames some cultural influence or another on ruining young people. Those darned horseless carriages cause youthful indiscretions! …

Second, games may have an overall positive effect on the lives of some kids. In bad neighborhoods, they may provide an alternative to gangs and real violence, or access to cultural information not otherwise available. …

And finally … There is plenty of evidence — ignored by critics — that games are becoming more intellectually stimulating. Many kids who used to play Grand Theft Auto are now enjoying Assassin’s Creed or, say, BioShock. These newer games still have violence, but also literary, historical and cultural value, at least in comparison with GTA.

Elgan sums up with a call for more research:

One thing is certain: We need more and better research. So many questions remain unanswered. Do games really cause violence? If so, do some games cause more violence than others? Is the unrealistic or nongraphic violence in, say, Halo 3 less harmful than the blood-splattering violence in Call of Duty 4? Is the “honorable” violence in Call of Duty 4 less harmful than the “criminal” violence in Grand Theft Auto? Are games damaging to some personality types, but harmless to others? Are the effects of gaming long term?

Good questions. Be sure and check out Elgan’s excellent blog, The Raw Feed which focuses on videogames and other technologies.

References:
Elgan, M. (2007, November 30). Do video games make kids violent, stupid and sick? Computerworld. [Online.] Available: http://www.computerworld.com/action/article.do?
command=viewArticleBasic&articleId=9050278&pageNumber=1

IBM Helps Universities to Innov8

Here’s a nice article by Julie Moran Alterio from Gannett, appearing in the Asbury Park Press (“From the Jersey Shore to You”) on IBM’s new business leadership skills game, Innov8. Taking a page from the military’s America’s Army game, IBM hopes to instill desired skill sets in those “fuzzy” areas that games are so good at teaching, such as leadership, teamwork, social skills, and real world problem solving.

Innov8 came about through IBM’s corporate case challenge, which involves B-school teams from two universities competing with one another to provide a solution to a business problem. IBM VP Sandy Carter noted that 40 of the 44 teams from Duke and U. North Carolina suggested using a videogame to help people develop needed skill sets for business acumen. Since January, Carter has shepherded development of Innov8, using some of the students from the case challenge to help design the game. Pilot studies were completed earlier this year and the game is now ready for prime time, to be offered free to 2000 universities worldwide.

Gameplay should be familiar to World of Warcraft players. It’s a 3-D virtual interactive environment (VIE) with human avatars. Players assume a female avatar tasked with solving various business-scenario dilemmas. NPCs provide helpful dialogue.

Jim Lawler, an information systems associate professor over at Pace University, is given prominent mention. He worried game dynamics would be difficult to master, thus detracting from lessons. However, he was won over after quickly mastering the game. His key quote: “Enrollment is lower in computer science and information systems nationally. This is what schools have to do, integrate these kind of games and tools.”

David Rejeski is also mentioned prominently in the article:

More corporations and the U.S. government are starting to see the potential of games to teach serious subjects, said David Rejeski, director of the Serious Games Initiative at the Woodrow Wilson International Center for Scholars in Washington, D.C.

“The thing about games that’s really nice is you can fail softly,” Rejeski said.

The Apply Group, a high-tech consulting firm, predicts that one in five of the Global Fortune 500 will adopt gaming for learning by 2012.

My take: IBM has long been at the forefront of top companies that “get it” with gaming and Web 2.0 technologies. For instance, the company has obtained considerable virtual real estate in Second Life and holds online meetings there with avatars showing up from personnel spread across the globe. It is heartening to see this effort to help train business students in appropriate skill sets. Offering the game to universities free of charge is a good way of helping B-schools graduate students with the knowledge and skills needed by IBM and other big corporations.

References:
Alterio, J. M. (2007, November 26). New video game teaches students business and computer skills. Asbury Park Press. [Online.] Retrieved November 28, 2007 from: http://www.app.com/apps/pbcs.dll/article?
AID=/20071126/BUSINESS/711260306/1003

innov8-a-bpm-simulator-highres.jpg

Raid a Dungeon then Trade Business Cards: Professional Networking Merges with MMOs

Here’s a refreshing Australian news piece slanted toward the positive aspects of gaming. An article running in ABC Southern Queensland offers an interview with Dr. Penny de Byl in the Department of Mathematics and Computing over at the University of Southern Queensland. Here is the most intriguing quote of many:

“There is a field called ’serious games’. Serious games have come from the ‘edutainment’ genre that used to be around. They’re serious games for training military personnel, mathematics applications, emergency wards in hospitals. If you can think of a domain, there will be a serious game out there for it. What they do is they bring the authentic environment to the students…Games inherently teach. Whenever you pick up a game you will learn something new, because you will learn how to control it. People learn better when they’re interacting with things. You can’t help but learn from games. Because kids are so engaged in games, if we can put serious content into them, in the correct way, they’re learning without trying.”

So academically, games are good fodder for research. The article then examines the social aspects of gaming. Now that doctors, lawyers, and other professionals are such ardent gamers, does this leisure activity gain the same social stature as, say, golf? It certainly offers possibilities for higher numbers of contacts while socializing than do many RL activities. “[Y]ou could still play golf, but you can’t play golf with thirty of your mates at the same time,” one interviewee pointed out.

On a related note, the Associated Press ran an article recently on the merging of social networking with online gaming.

Social and gaming networks, once considered polar opposites, are cross-pollenating [sic] as online interactions replace prime-time TV and other, more traditional media experiences. Games like “Kaneva” are attracting players that games like “Super Mario Brothers” never did … Game developers say there’s money for both sides in this convergence.

Kartrider and Kaneva offer opportunities to socialize while playing. Facebook has Scrabulous and MySpace plans a game channel soon. Could we see redefinitions of MMOs and MMORPGs as we know them?

MySpace and Facebook are massively multiplayer games in disguise, says Gabe Zichermann, who is developing “rmbr,” which he says will make a video game out of tagging and sharing digital photos … “They’re going to be able to monetize their users at the same level (as the games do),” Jessica Tams, managing director of the Casual Games Association, said of the social network sites. “That’s a lot of money.”

Christopher Sherman, executive director of Virtual Worlds Management, and Joshua Smyth over at Syracuse also get nice quotes.

So, stay a while, slay a while, and by the way … here’s my card.

References:
Associated Press. (2007, November 22). Online video games meet social networking tools and find they have a lot in common. [Online.] Retrieved November 22, 2007 from: http://www.iht.com/articles/ap/2007/11/23/america/
NA-FEA-A-E-TEC-US-Social-Games-Online.php

Is it OK for adults to play video games? (2007, November 22). ABC Southern Queensland. [Online]. Available: http://www.abc.net.au/southqld/stories/s2098500.htm?backyard

CFP: Electronic Commerce Research

Thanks to the Virtual Economy Research Network:

Electronic Commerce Research: Special Issue Call / Deadline 1st December 2007

http://www.ebusiness-newcastle.com/news/article.php?id=40

I HAVE AN AVATAR THEREFORE I EXIST: OPPORTUNITIES AND CHALLENGES IN METAVERSES

Millions of users from around the globe participate in massive multiplayer online role playing games (MMORPG), such as Second Life and World of Warcraft, 3D worlds that are often considered the next generation Web. With their user base growing at an exponential rate we are already experiencing the development of a phenomenon that may be as significant as the Web itself. The rapid development of MMORPGs and metaverses is likely to bring about significant business as well as social, legal, policy, methodological and technological opportunities and challenges.

This special issue aims to explore these and contribute to this rapidly expanding field by focusing on issues relevant to electronic business and management. Academics and practitioners are invited to submit conceptually and empirically based original papers addressing areas such as those listed below:

-Business opportunities and challenges
-Marketing implications
-Identity management issues
-Virtual economies and economic policies
-Virtual entrepreneurship and metaverse ebusiness models
-Developing MMORPGs and related strategies and ebusiness models
-Real money trading
-Consumer and business ethics in metaverses
-Case studies (e.g. Second Life, World of Warcraft etc)
-Human-computer interaction issues in metaverses
-Psychological aspects of participating in metaverses
-Legal issues (e.g. copyright and ownership of virtual property)

The above areas are just indicative and this special issue would welcome papers discussing other relevant topics. For the manuscripts guidelines please -visit the journal’s web site. All papers, accompanied by a short biographical note for each author (approximately 200-250 words per author), should be -submitted as an email attachment to the Guest Editors (Email: savvas.papagiannidis insert at symbol here ncl.ac.uk). All papers will be double blind refereed.

Important dates:

-Last date for submitting the manuscript: 1st December 2007
-End of the first review cycle: 1st of March 2008
-Tentative date for completing the revised papers: 15th April 2008
-Tentative date for completing the second review cycle: 15th May 2008
-Submission of the final manuscripts for print: August 1 2008

Games In Education: An Interview with Eva Zadeh

Earlier in the semester, I was contacted by grad student and freelance writer Eva Zadeh and interviewed by e-mail for a paper on which she is working. I thought Zadeh’s questions were good ones on the topic of educational videogames, and she agreed to let me put my answers in this blog. Here, then, is the interview. (I’ve since brushed up my responses, but the content is substantially the same.)

 

Q: Why is it important to put video games in classrooms?
A: The question is still out as to whether or not video games are important for classroom use. Certain media hold advantages over other media, depending on the situation. For instance, books are good for preserving dense information. Lectures are good for transmitting brief information quickly. Videogames are good for simulated experiences that can be pedagogical in some way.

 

The best place for videogames may well be in after school or extracurricular programs where time is not as limited and there is less concern about traditional testing. This is backed up in Squire’s dissertation, and elsewhere.

 

Q: For how long have you been working on educational video games? Is it something new?
A: I’ve centered my doctoral work around educational videogames. In that regard, I’ve been in the field personally only a few years. I think Marc Prensky helped popularize the idea of instructional videogames with his book in 2001. I think James Paul Gee helped popularize the idea in the educational research establishment with his book in 2003.

Some might say that instruction through videogames has been occurring since videogames first appeared. They were introduced (although via tube technology and not true vector graphics that some folks define as video) at the Brookhaven Nuclear Laboratory in the 1950s.

 

Personally, I think the notion of instruction through gaming received its biggest boost when Microsoft introduced Windows Solitaire. This game “trained” computer users on a mouse. Up to that time, PC users mostly navigated without a mouse. Windows required a mouse for some activities. Folks who had never used a mouse before became quite proficient after a few rounds with Windows Solitaire.

 

Q: I read in one of your papers that it was “widely believed that much more learning can take place within active environments.” How widely? Numbers? Since when?
A: This is a key question for which we are awaiting more empirical data. As frustrating as that might be, one of the even more fundamental questions yet to be resolved is, What should we measure? If we are going to measure test scores, I suspect that videogames won’t show any more improvement than any other program or product. My personal theory on improved test scores is, it doesn’t matter what product is used. What matters are the teachers, and what they do to get students to learn. The product matters little, in my opinion, other than to help promote an initial burst of enthusiasm.

 

Now, the idea that active environments promote learning more than static ones falls back on constructivism, and that opens up another can of worms altogether. Constructivists will always come down on the side of active environments, with or without empirical data to back them up. There may well be some research on what students learn through active environments as opposed to static ones. I recall a survey of students who went through an interactive museum exhibit versus those going through static exhibits. If memory serves, the interactive group enjoyed their experiences more, although they came away with knowledge of fewer facts.

 

I believe the quote in question was a synthesis of arguments by Squire and Jenkins, from the Insight journal, around 2003. Since then, much more attention has been paid to the field, with multiple journal articles and research in both education and the medical field. One of the better summaries of papers detailing benefits of educational videogames down through the years can be found in Simon Egenfeldt-Nielsen’s article, “Third Generation Educational Uses of Computer Games,” in the latest issue of Journal of Educational Multimedia and Hypermedia. See Table 1 for his list.

Q: Video games are said to be more engaging. Where does that theory come from? Situated learning? Or something else? Role of the teachers and books?
A: I would argue videogame interaction is self evidently more interactive than sitting through a lecture. I have proposed a means of estimating the higher thinking potential of any game, in a paper published in January this year in the Journal of Technology and Teacher Education. This involves a melding of Bloom’s Taxonomy to videogame interaction. The article is entitled, “Assessing Higher Order Thinking in Video Games.”

As for the roles of teachers and books, some of the largest ongoing experiments have used both extensively with videogame environments. Indiana’s Quest Atlantis makes heavy use of hybrid learning, and the virtual world itself is quite text intense. In fact, I have discussed this with one of the lead developers, Dr. Scott Warren, now at UNT. My premise: Quest Atlantis is really a highly digitized, interactive text environment. If memory serves, Dr. Warren agreed, although he noted that much more than reading is involved with Quest Atlantis.

Nonetheless, text plays a key role in many of these games, which require reading and typing in order to engage in the environment. Books and teachers will never relinquish their key roles in the classroom. Videogames will increasingly offer supplemental educational vehicles, giving teachers additional resources to use in and out of the classroom.

Q: How do you measure the efficiency of video games in classrooms?
A: Again, efficiency of what? Efficiency of increasing knowledge? Higher test scores? Do videogames fall under the same media umbrella that other media do in Clark’s “delivery truck” argument, where he asserted media is immaterial in delivering the content? Or, do the interactions within games result in higher engagement and additional intrinsic motivation to discover new knowledge inside and outside the game, and school?

Q: Have scientists worked on the impact of learning through video games on the kids’ brains?
A: The major work in the hard sciences have centered around visual plasticity (Green & Bavelier) and glucose levels (Haier). Prensky is best known for postulating the digital natives / digital immigrants divide, but showed little in the way of experiments to back up the claim. Rosser showed that hand-eye coordination from videogame play has real world applications in modern surgery. Farrace-Di Zinno demonstrated that boys diagnosed with ADHD were more still and focused while engaged in videogames.

So, something is going on in the brain. Measuring the impact is somewhat difficult. Haier’s work with PET scans dates back to 1992, so at some point somebody will probably build on that work and give us a more detailed look at what is going on inside the brain during game play.

Here are the citations to the works above:
Farrace-Di Zinno, A.M., Douglas, G., Houghton, S. Lawrence, V., West, J. & Whiting, K. (2001, November). Body movements of boys with Attention Deficit Hyperactivity Disorder (ADHD) during computer video game play. British Journal of Educational Technology 32(5). 607-618.

Green, C.S., Bavelier. D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science 18(1), 88-94.

Haier, R. J. (2003). Positron emission tomography studies of intelligence: From psychometrics to neurobiology. In Nyborg, H. [Ed.]. The scientific study of general intelligence — Tribute to Arthur R. Jensen. 41-52. New York: Pergamon.

Prensky, M. (2001a, September/October). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.

Prensky, M. (2001b, November/December). Digital natives, digital immigrants, part 2: Do they really think differently? On the Horizon, 9(6), 1-6.

Rosser, J.C., Lynch, P.J, Cuddihy, L., Gentile, D.A., Klonsky, J., Merrell, R. (2007, February). The impact of video games on training surgeons in the 21st Century. Archives of Surgery, 142(2). 181-186.

Q: What perspectives do you see for the future? Do you see any evolution in the field?
A: A defining groundwork, where everybody agrees to the same set of definitions, will help. I think we’ll see much more empirical data come out of the medical literature, with applications for education. Finally, we need a really killer app for education that meets the needs I spelled out at AECT 2005: a product with an appropriate cognitive load for students, aligned to standards, with problem solving germane to the subject; probably built on a rich 3D environment, and easily customizable by the teacher. I think we see a lot of this already in teachers tweaking the Neverwinter Nights engine for their own classroom use, but it takes an inordinate amount of time programming that game. If something out there could be offered that was easier for teachers to use in the classroom, I think considerable interest among educators and researchers would follow.

 

-*-

 

Zadeh’s questions were good ones, and I enjoyed having to think about the topics she brought up, and justify some of my positions in the field. All told, it was a very thoughtful exercise, and I appreciated the opportunity to respond.