Virtual Learning: Gaming + Second Life
Attended a high school graduation over the weekend. Spoke with several of the grads (all young men that I knew when they were 7 and are now 18!!). We talked about college and careers. Their related goals and opinions of work are vastly different from those of my influences (grandparents and parents). They, in my estimation, do not perceive work as an evil necessity (we'll see, of course, once that they try to figure-out how to pay their own bills) or even a path or means to an end. They seek interesting and fulfilling careers with relationships that will be stimulating and mutually beneficial (my interpretation). In short, as one young man told me, "I don't think that work is supposed to suck the way that my dad thinks."
If we are to become a serious knowledge worker culture, he's right. We have to stimulate our employees to be creative - in a disciplined manner - more than following along with rules and vision of someone else's creativity (challenges the notion of the relevancy of the modern corporation as structured, imo, which is a more complicated topic than I can handle).
I've become a convert to the role-model of MMPG (massive multi-player games) as a venue for education of all sorts meaning state-sponsored (K-12) and corporate distance learning. I don't mean taking an ax to the boss, but an engaging sense of participation much more than reading text on-line as currently delivered.
As a result, I'm keeping my eye on the North Carolina Advanced Learning Technology Association (NCALTA.org) and its plans for a December 12, 2007 Summit to discuss this topic of gaming + education. cperrien