Pioneering in the Virtual World Frontier

Pioneering in the Virtual World Frontier

DOI: 10.4018/978-1-6684-7597-3.ch017
OnDemand:
(Individual Chapters)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

Immersion in virtual worlds presented opportunities for simulating the qualities valued in face-to-face classes with the flexibility afforded by online learning. Immersive learning engaged educators, curriculum designers, campuses, conferences, and educational community groups to devise new ways to collaborate and engage learners. Dreaming of opportunities that were not possible in the online classroom, educators saw the potential of building communities in virtual worlds. They gathered to share their and to employ novel approaches to address educational challenges. This chapter explores the phenomenon of selfhood and society integral to the development of a vibrant educational community. At the heart of virtual world education is an ecosystem of institutions, groups, and conferences comprised of the early adopters and pioneers who stimulated their imagination and pooled their resources to encourage and strengthen the community and cast their eye to the future.
Chapter Preview
Top

Background

The River City project (Dede, 2003) fueled the imagination of educators with a historical multiuser virtual environment (MUVE) created for middle grade science students. Designed within a commercial virtual world called Active Worlds®, the science-oriented learning environment was funded by National Science Foundation grants led by Harvard’s Chris Dede (2003) in collaboration with the Virtual Environments Lab at George Mason University, the Smithsonian’s National Museum of American history, and research partner Thoughtful Technologies, Inc.

The goal was to help learners discover a love of science. The curriculum mapped to established assessment methods and gave educators tools for studying the cognitive audit trails, which served as both a metaphor and a method of assessing when learners were ready for the next level. River City represented the early promise of virtual world education and employed a team-based approach to using scientific methods to analyze and address serious problems while increasing interest and a desire to study science.

The River City simulation featured traveling back in time to address 19th century problems and in particular, three diseases using 21st century tactics. It wove historical, social and geographical content amid the threat of diseases that stemmed from airborne, water-borne, and insect-based sources within the immersive landscape. Harvard University’s Graduate School of Education coordinated the design, with pilot tests conducted with Boston public schools and the implementation of the immersive MUVE (Dede & Ketelhut, 2003). The project reflected on scalability issues and how to offer the environment to schools throughout North America. Over 100 teachers and 5,000 students studied in River City across twelve states during the first two years. The River City project inspired the educational community and served as a road map for what might be possible for teaching other subjects. Active Worlds was a popular tool with educators, but a variety of forces, including financial and ownership changes led educators to seek other opportunities.

Complete Chapter List

Search this Book:
Reset