Learning Geosciences in Virtual Worlds: Engaging Students in Real-World Experiences PROCEEDINGS
Reneta Lansiquot, Janet Liou-Mark, Reginald Blake, New York City College of Technology, United States
Society for Information Technology & Teacher Education International Conference, in Jacksonville, Florida, United States ISBN 978-1-939797-07-0 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
An educational research study explored the use of virtual worlds to facilitate student learning in the geosciences. A Second Life island was designed, and we programmed modules covering concepts related to mountain weather and sea breeze to be used in middle and high school classrooms. These virtual world modules engaged students, via their avatars, in real-world virtual experiences. Participants reported gaining a better understanding of and interest in these concepts. Students improved their knowledge of these concepts with statistical significance. While the use of Second Life proved to be successful overall during the study period, issues arising from the resources and requirements of public schools have prompted us to move to an OpenSimulator that allows for greater customization of virtual worlds.
Lansiquot, R., Liou-Mark, J. & Blake, R. (2014). Learning Geosciences in Virtual Worlds: Engaging Students in Real-World Experiences. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 658-664). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE). Retrieved October 16, 2018 from https://www.learntechlib.org/primary/p/130831/.
© 2014 Association for the Advancement of Computing in Education (AACE)
- American Geosciences Institute (2011). Status of the geoscience workforce 2011. Retrieved from http://www.agiweb.org/workforce/reports.html.
- Atkinson, T. (2008). Second Life for educators: Myths and realities. TechTrends, 52(5), 26-29.
- Bong, M. (2002). Predictive utility of subject-, task-, and problem-specific self-efficacy judgments for immediate and delayed academic performance. Journal of Experimental Education, 70(2), 133-162.
- Bong, M. (2004). Academic motivation in self-efficacy, task value, achievement goal orientations, and attributional beliefs. Journal of Educational Research, 97(6), 287-297.
- Cabo, C., & Lansiquot, R.D. (2013). Development of interdisciplinary problem-solving strategies through games and computer simulations. In R.D. Lansiquot (Ed.), Cases on interdisciplinary research trends in science, technology, engineering, and mathematics: Studies on urban classrooms (pp. 268-294). New York: IGI Global.
- Downey, S. (2012). Visualizing taxonomy for virtual worlds. Journal of Educational Multimedia and Hypermedia, 21(1), 53-69.
- Lansiquot, R.D. (2012). Real classrooms in virtual worlds: Scaffolding interdisciplinary collaborative writing. In A.P. Ayala (Series Ed.) Smart innovation, systems and technologies: Vol. 17. Intelligent and adaptive educationallearning systems: Achievements and trends (pp. 269-292). New York: Springer.
- Lansiquot, R., Blake, R., Liou-Mark, J., & Vant-Hull, B. (2012). Experiencing the impossible: Designing virtual modules in the geosciences. In P. Resta (Ed.), Proceedings of the Society for Information Technology and Teacher Education International Conference 2012 (pp. 4142-4145). Chesapeake, VA: AACE.
- Lipponen, L. (2002). Exploring foundations for computer-supported collaborative learning. In Proceedings of the Conference on Computer Support for Collaborative Learning (pp. 72-81). Boulder, CO: International Society of the
- Russell, D. (2007). GEOWORLDS: Utilizing problem-based scenarios in Second Life to develop advanced geosciences knowledge. In T. Bastiaens& S. Carliner (Eds.), Proceedings of World Conference on E-Learning inCorporate, Government, Healthcare, and Higher Education 2007 (pp. 1813-1818). Chesapeake, VA: AACE.
- Schroeder, R. (2008). Defining virtual worlds and virtual environments. Journal of Virtual Worlds Research. Retrieved from http://journals.tdl.org/jvwr/index.php/jvwr/article/view/294 Second Life. (2013). Retrieved from http://www.secondlife.com.
- Spence, J. (2008). Demographics of virtual worlds. Journal of Virtual World Research. Retrieved from http://journals.tdl.org/jvwr/index.php/jvwr/article/view/360 Acknowledgements
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact email@example.com.
Reneta Lansiquot, New York City College of Technology, United States
EdMedia + Innovate Learning 2014 (Jun 23, 2014) pp. 1084–1086
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact firstname.lastname@example.org.