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Virtual Environments for Education: An Empirical Study of Implementing Education into 3D Video Games and Applications
Proceeding

, , , Auburn University, United States

EdMedia + Innovate Learning, in Vancouver, BC, Canada ISBN 978-1-939797-24-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Abstract: The purpose of this research is to address the need of increasing student achievement in mathematics through virtual environments. The primary focus is to create an environment where students in K–12 education can learn mathematics while using a visual programming language at the same time. Furthermore, the study of visual programming tools as a means to increase student achievement in mathematics could possibly generate interests within the computer-supported collaborative learning community. According to Jerome Bruner in Children Learn By Doing, “true learning is figuring out how to use what you already know in order to go beyond what you already think,” [7]. This research will focus on computer supported collaborative work, virtual environments, learning environments, virtual education, and visual programming.

Citation

Swanier, C., Seals, C. & Bassy, R. (2016). Virtual Environments for Education: An Empirical Study of Implementing Education into 3D Video Games and Applications. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 1326-1335). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved January 22, 2020 from .