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interactivity

You are currently browsing articles tagged interactivity.

I’m baaack!

My summer semester ended yesterday and it inspired the title of this post. I did a credible job (I hope), but studying Flash coding further has reinforced my belief that if you’re going to use advanced tools, you’re so much better off with an expert developer. After all, you wouldn’t want someone who only dabbles in ID to design the course, would you? (Please say no.)

Honestly, I think I have the brainpower to do the coding, I find a certain amount enjoyable, and I think it’s very beneficial for the designer to understand the basics of the development work. But…

1) I’m never going to be as efficient as a dedicated Flash developer, and…

2) Coding all my own designs might make me lazy about their level of interactivity. And that would be bad.

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I have a list of examples I’ve encountered in which I think that Second Life is truly serving a functional training purpose.

And even though virtual worlds have been one of the biggest buzz items in the T&D world in the last several years, the list is very short. No doubt, part of my reluctance is because as “tech-savvy” as I am, in SL, my virtual clothes still attach to unusual parts of my virtual body.

However.

I’m adding this to my list.

Photo: Imperial College London

Photo: Imperial College London

Obviously, as a sometime patient I want medical professionals to get as much hands-on practice as possible. If it’s preceded by virtual practice, I say so much the better. And though the article doesn’t mention it, I have to think SL could prove a very useful tool for doctors’ continuing education, as well…

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My mind has been on authoring technology lately. Specifically, how do I work around this tool’s shortcomings, or bend this one to my will?

These problems need attention, but it seemed like a good time to balance things out with a little Choose Your Own Adventure.

Choose Your Own Adventure #22, Tattoo of Death!

Choose Your Own Adventure #22, Tattoo of Death!

CYOA, if you’re not familiar, is a series of young-adult adventure books that allow the user learner reader to make decisions for the main character by turning to different pages in the book. Each decision may lead to success… a new decision… or certain death. They’re incredibly engrossing, and they made many a long, childhood car ride bearable for my sister and me.

I use them to illustrate the concept of branching in an ID class I teach; they’re also a great reminder that creating interactivity requires creativity… not necessarily fancy technology.

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