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3D Multi-User Virtual Environments in Science Education: Potential and Challenges

3D Multi-User Virtual Environments in Science Education: Potential and Challenges

Yufeng Qian
Copyright: © 2015 |Pages: 23
ISBN13: 9781466673632|ISBN10: 146667363X|EISBN13: 9781466673649
DOI: 10.4018/978-1-4666-7363-2.ch045
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MLA

Qian, Yufeng. "3D Multi-User Virtual Environments in Science Education: Potential and Challenges." STEM Education: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, IGI Global, 2015, pp. 841-863. https://doi.org/10.4018/978-1-4666-7363-2.ch045

APA

Qian, Y. (2015). 3D Multi-User Virtual Environments in Science Education: Potential and Challenges. In I. Management Association (Ed.), STEM Education: Concepts, Methodologies, Tools, and Applications (pp. 841-863). IGI Global. https://doi.org/10.4018/978-1-4666-7363-2.ch045

Chicago

Qian, Yufeng. "3D Multi-User Virtual Environments in Science Education: Potential and Challenges." In STEM Education: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, 841-863. Hershey, PA: IGI Global, 2015. https://doi.org/10.4018/978-1-4666-7363-2.ch045

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Abstract

The purpose of this chapter is to identify the potential and challenges in science education in the use of 3D MUVE science programs. These programs offer a number of instructional benefits in motivating and engaging students and in improving their science learning and scientific inquiry. 3D MUVE is a promising media in narrowing gender and racial achievement gaps and enabling an authentic and valid assessment of science education. Like all new instructional technologies, however, the wide use and implementation of 3D MUVE technology in mainstream science classroom is still facing a number of challenges, which are mainly related to technological complexity and cost, and design difficulty in incorporating some elements critical to inquiry-based learning into the 3D MUVE environment. To overcome these identified challenges and make optimal use of the opportunities, suggestions for integrating 3D MUVE into science curriculum and classroom are made and discussed, along with future research directions.

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