Using Smart Games and Immersive 3D Cloning Technology As a Tool For Highly Personalized & Social Contextual Interactive Learning and Teaching in all Levels of Formal, Online, Industrial and Personal Education

Coordinator: Carol Davis

This paper is designed to engage anyone administering a learning environment in course development strategies that assist in learning and teaching by using a games based approach to curriculum design and instruction. Because games are so ubiquitous in society, every person can potentially learn in this way.
The goal is to collaborate with games technologists, computer programmers and arts and science educators to create a mass multi-player* smart game/learning tool based on 3D cloning technology that provides a highly personal learning experience for the user. This experience can be used to create a learning environment/subculture where the user/clone becomes vested in the processed by being immersed in a virtual interactive environment that is social media based and that the user/clone can control. Learning is done in the context of the subculture. As an example: a health based game environment teaching nutrition and weight loss where as the user/clone (playing himself) plays along he sees his (or her) progress in real-time via their clone. By playing the ‘game’, the user is enticed into learning more about something they have already demonstrated an interest in.
We have a large pre-existing population of game players that is only going to get bigger. Add to that the fact that most people are now so used to being entertained and constantly entertaining themselves that their attention span is directly proportional to the degree to which they are entertained. Learning has changed. Much of it is not what we teach the student but what the student is able to teach themselves with education assists. The technology of games can cross all disciplines and subjects and is an excellent vehicle on which to place a curriculum that introduces and teaches learning objectives, and rewards outcomes.
The primary stakeholders are the students and the purveyors of education from all industries.
*individual play is also possible