Subject: [IFETS-DISCUSSION:1114] Re: Role Play Technology
From: Albert Ip (albert@dls.au.com)
Date: Wed 14 Feb 2001 - 00:44:34 MET
From: "Albert Ip" <albert@dls.au.com> Subject: [IFETS-DISCUSSION:1114] Re: Role Play Technology Date: Wed, 14 Feb 2001 10:44:34 +1100
"Bonnycastle, Deirdre" <BONNYCASTLE@siast.sk.ca> Wednesday, 14 February
2001 8:36 wrote:
> Group role plays tend to be moderately to inexpensive to develop and
> expensive to deliver because ideally they require instructor supervision
and
> on-line time.
I think the cost issue has to be weighted against the "quality of learning"
as well as the number of re-use of the material.
High production cost (as in multimedia based goal based scenario) has to be
amortized into the number of deliveries and against the tension of
customisation in each delivery for individual needs. I don't have any
number to justify either way. If anybody can give us some indication of the
cost and actual number of delivery before new investment has to be made to
the course, I would love to hear.
The quality of learning - How people feel about learning from a computer
verse learning mediated by a computer? I suppose both have value and it is
the design as well as the learning objective that dictate which is a better
approach. I hope the current discussion thread can shine some light on
this.
One thing, among many, that I would like to get out of the current
discussion is a better understanding of the boundaries of computer mediated
role play - as a pedagogy. If there will be any added bonus, I would like
to develop a list of "ideal features" for role play simulation
generator/engine so that within the boundaries, we have a good technology
support.
I'll keep building the list:
Feature One: "breakout groups" where the instructor can send students.
cheers
Albert
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