Finally, I am getting around to mentioning my virtual world
project 2015-16. I am yet to create a final user report for this, but it will
appear in second life along with all the others at this slurl. The project was
named Crypto Island see fig 1
fig 1 |
fig 2 |
The scenario placed my students back in Britain of 1942 see
fig 2,
where they were tasked with decrypting enemy messages, this of course
meant they first had to learn about encryption techniques. The game element I introduced
was for them to decipher the codes before damage from nightly air-raids see fig
3, 4 reached a predetermined value. In the event that the target value was
exceeded, then the encryption would become correspondingly more difficult.
fig 3 |
fig 4 |
Students
start by learning the fundamentals of encryption based situated in an old
factory learning space, see fig 5.
fig 5 |
Where materials are presented on notecard
dispenser boards in a low resource demanding format. The emphasis at this phase
is for collaborative problem solving, making successive attempts at testing and
evaluating their learning using in-world online cryptographic engines. Submission
uses notecards that are returned using covert drop points, in this case public
letter boxes. Once the practice sessions are complete, actual messages are delivered
through telephones placed at various locations around the sim; in order to
retrieve message students would have to wait for a telephone call (ring), at
which point they simply touch on the telephone to receive a notecard; a particular
feature I felt had the further effect of encouraging exploration and
collaboration. Once the cyphers have been decoded, they are once again recorded
on notecards and returned using the drop point network. When all messages have
been correctly deciphered, air strikes will cease, effectively ending the game.