the last part of his talk, mark explored some of the definitions and concepts associated with the virtual experience. The defined Virtual Worlds as: ‘synchronous and persistent network of people and programs embodied as avatars and agents facilitated by networked computers using navigable space to engage the user’s belief’. In terms of space: these are navigable consistent spaces with physics. All give rise to mediated presence. Similar to gamespaces ritual spaces theatrical spaces, bounded spaces in which separate rules and conventions exist and which have a heightened semiotic system that requires engagement of belief – fourth places. He finds the ‘Conscious Competence Learning Matrix’ www.cognitivedesignsolutions.com. He referenced Barrett 2002: 35 Cycle of disengagement and Caspi and Balu 2008: 339 Cycle of engagement.
HD The good, the badge, and the ugly ; Welcome to your digitally credentialed future. By Chris Wright | Illustrations by Bob Daly
BY Chris Wright
CR By Chris Wright Globe Correspondent
WC 556 words
PD 6 January 2013
SN The Boston Globe
CY © 2013 New York Times Company. Provided by ProQuest Information and Learning. All Rights Reserved. "
HD R.I. Students Gaining 'Badges' and Credits Outside of School
BY Nora Fleming
WC 1228 words
PD 6 February 2013
SN Education Week
VOL Volume 32; Issue 20; ISSN: 02774232
CY © 2013 Education Week. Provided by ProQuest Information and Learning. All Rights Reserved.