Approaches to constructive K-12 playtime/education
in the CAVE:
the N.I.C.E project
everything may be picked, moved, scaled, handed to other characters.
actions have cause and effect.
the experience should result in some tangible or virtual artifact
an issue of direction:
- do the environments have to be provided?
- how do you impose a
destiny upon a user without removing their freedom?
the technology may be used as a shell, an "empty" technology
as opposed to "full" technologies which are content specific