Reviews of current educational software reveal that there is minimal use of VE technology to provide learning experiences in personal and social development or social problems.
In schools and colleges there is little opportunity for students in the 14-19 age range to explore real problems in a truly interactive computer environment, for example to develop social awareness through exploration of events and consequences. On the other hand, young people are consumers of games on home computers that involve them in exciting problem solving activities. Though many games do have some basis in reality few, if any, have roots in key themes of the European schools curricula and relevance to the European Community's transversal policies.
This project bridges the gap between the currently available educational software and the more dynamic games software market.
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