Multimedia training methods have traditionally relied heavily on video based technologies and significant research has shown these to be very effective training tools. However production of video is time and resource intensive. Machinima (pronounced “muh-sheen-eh-mah”) technologies are based on video gaming technology. Machinima technology allows video game technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed th...
This chapter reports on research arising from a two-year project involving nine European partners en...
Abstract: Machinima is the technique of using real-time 3D technologies such as computer games or v...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
Multimedia training methods have traditionally relied heavily on video-based technologies, and signi...
Multimedia training methods have traditionally relied heavily on video-based technologies, and signi...
Multimedia training methods have traditionally relied heavily on video based technologies and signif...
Multimedia training methods have traditionally relied heavily on video based technologies and signif...
Multimedia training methods have traditionally relied heavily on video based technologies and signif...
Purpose – The purpose of this study is to compare learner experiences of recorded instructional vide...
Purpose – The purpose of this study is to compare learner experiences of recorded instructional vide...
Purpose – The purpose of this study is to compare learner experiences of recorded instructional vide...
Teaching video production using video game technology and a method of live manipulation of digital p...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
Understanding children's digital play in immersive virtual spaces, specifically those with limited c...
This chapter reports on research arising from a two-year project involving nine European partners en...
Abstract: Machinima is the technique of using real-time 3D technologies such as computer games or v...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
Multimedia training methods have traditionally relied heavily on video-based technologies, and signi...
Multimedia training methods have traditionally relied heavily on video-based technologies, and signi...
Multimedia training methods have traditionally relied heavily on video based technologies and signif...
Multimedia training methods have traditionally relied heavily on video based technologies and signif...
Multimedia training methods have traditionally relied heavily on video based technologies and signif...
Purpose – The purpose of this study is to compare learner experiences of recorded instructional vide...
Purpose – The purpose of this study is to compare learner experiences of recorded instructional vide...
Purpose – The purpose of this study is to compare learner experiences of recorded instructional vide...
Teaching video production using video game technology and a method of live manipulation of digital p...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...
Understanding children's digital play in immersive virtual spaces, specifically those with limited c...
This chapter reports on research arising from a two-year project involving nine European partners en...
Abstract: Machinima is the technique of using real-time 3D technologies such as computer games or v...
The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive quali...