Welcome to twitchspeed.com, the Digital Game-Based Learning Portal,
bringing together professionals and information in the field of digital game-based learning.


   
   

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FREQUENTLY ASKED QUESTIONS

Does Digital Game-Based Learning work over the Internet and intranets?

Yes, absolutely. Many types of Digital Game-Based Learning work over the Internet or an intranet with no additional requirements beyond an e-mail account and/or a reasonably up-to-date browser. These include the a variety of question-based and task-based templates from games2train.com.

As in the consumer games world, however, there is a limit to the amount of data that can comfortably be sent over the network without degrading either the performance of the game, or in the case of business, the performance of other applications. While businesses often have fast connections and "fat pipes," these "pipes" are usually full of important, often mission-critical data, and IT does not look favorably on large amounts of learning game data clogging them up.

What this means is that until speed and bandwidth increase dramatically (and they will) running a state-of-the-art graphics intensive game entirely over the Internet or a corporate intranet is not possible. The standard solution in the consumer games world is to keep all the large files (mainly graphics) that are often reused on the user's "local" computer, either on the hard drive, CD- ROM or a combination of the two. The information that is sent over the web is limited to positional and status changes which can be described with very small amounts of data, making economical use of bandwidth and speeding up play.

An issue in many corporations is that CD-ROMS or large downloads to the hard disk are looked upon with disfavor from a resource management and control perspective. Thus an important part of the process of creating and integrating any Digital Game-Based Learning in a company is working closely with IT representatives to ensure that their standards are respected and met, or if exceptions are needed, that those exceptions get granted. Not bringing in IT people in time is the key mistake in the Digital Game-Based Learning implementation process. "In time" usually means at the very beginning.

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