Paul A. Hollins

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There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multiuser virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope;(More)
INTRODUCTION The conception of computer games in education dates back to the 1950s with the integration of war-gaming and computer science research, coupled with the emergence of educational theories that emphasise active learning. The first computer games were developed in the 1960s and soon after they were being used and developed for educational purposes(More)
Technology Standards, have over the past decade been the subject of increased attention. As the education and training sector gains importance and technologies are ubiquitous within educational processes, it is natural that these standards are located within the conversation However, the adoption and deployment of standards in education is not meeting the(More)
This paper reviews terminology, motivation, history and current work in areas relating to skill or competence. Many useful services, clarifying pathways within and from education to employment, self-assessment, and selection would be facilitated by better standardization of the format in which related definitions are represented, and also by a standard(More)