About Me
Communications is my passion as is technology, so my current role as an Education Officer with education.au is one of those happy situations where my interests and skills are in use every day.
My blog:
Kerry J
What I've been doing
03 Jul 2009
This is the youngest vw I've found to date that allows for chat between members. Tags: webkinz virtualworlds virtualworld socialnetworking eduILU Posted by: kerryj
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02 Jul 2009
Tags: web2.0 education socialnetworking virtual community Posted by: kerryj
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S4SL is based on Scratch, a graphical programming language that lets you construct programs by snapping together graphical blocks. With S4SL, you can snap together a few blocks to make your SL pet interact with you using chat commands, make your sculpture change size and color, or make your house respond to your presence. Tags: secondlife scratch lsl scripting programming Posted by: kerryj
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Use of Second life to plan Library Park in Boston. Tags: secondlife community planning Posted by: kerryj
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Tags: virtusphere vr geek fun Posted by: kerryj
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Several people in the past few weeks have asked me about whether or not virtual worlds not classified by ACMA and/or Massively Multiplayer Online RolePlaying Games (MMOs, MMPORGs, MMOPRGs) like World of Warcraft would be banned under the new filtering regime currently being tested by the government relating to games classification and online games.
Ill admit [...]
via Kerry J's education.au blog
01 Jul 2009
MMOs help players develop and exercise a skill set closely matching the thinking, planning, learning, and technical skills increasingly in demand by employers. These skills include strategic thinking, interpretative analysis, problem solving, plan formulation and execution, team-building and cooperation, and adaptation to rapid change. Tags: edauILU ILUedau NASA games Posted by: kerryj
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By James Paul Gee. 2005 This paper will argue that computer and video games have a great deal to teach us about how to facilitate learning, even in domains outside games. Good computer and video games are complex, challenging, and long; they can take 50 or more hours to finish. If a game cannot be learned well, then it will fail to sell well, and the company that makes is in danger of going broke. Shortening and dumbing games down is not an option, since most avid players don?t want short or ea[..]
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About Me
Alexander Hayes
Alison Hall
Al Upton
Amanda Marrinan
Annette McKee
askedna edna
Bruce Enting
Belinda Spry
Cecily Wright
Concetta Gotlieb
Cheryl Taylor-Cox
Alan Levine
Deanne Bullen
David Wallace
Mike Seyfang
Fiona Banjer
Frankie Forsyth
Garry Putland
Greg Carey
Gwen Clunies-Ross