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Use of virtual environments in public schools

Page history last edited by dcdeocales@... 13 years, 11 months ago

Use of Virtual Environments in Public Schools

 

What Are Virtual Environments:

            Virtual environments are 3-D environments that allow the user to create and design their own avatar to represent themselves. These environments can be replicas of real-life buildings (universities, schools, etc.) or make-believe atmospheres. Users are separated by distance but still have the opportunity to interact with other avatars via text in the virtual environments.

 

The use of virtual worlds, with text-based, voice-based and a feeling of 'presence' naturally is allowing for more complex social interactions and designed learning experiences and role plays, as well as encouraging learner empowerment through increased interactivity (De Freitas et al., 2010).  The following video is an introduction to eight virtual worlds.

 

 

 

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Types of Virtual Environments:

            There are many different types of virtual environments that differ by age range and activities that teachers want their students to complete.

 

--SecondLife (college students-adults): A 3-D environment where students design an avatar and interact with other avatars, either in realistic replicas of universities or made-up environments. Lectures, conferences, and group meetings can be held where many avatars meet simultaneously in SecondLife.

http://secondlife.com/?v=1.1

 

--Teen SecondLife (ages 13-17): A similar 3-D environment, but specifically for teenagers.

http://teen.secondlife.com/

 

--Quest Atlantis (ages 9-16): Users are assigned to perform educational activities (quests) that relate to the real world. These quests include: learning about other cultures, environmental and case studies, interviews and designing plans to take action.

http://atlantis.crlt.indiana.edu/

 

 

 

 

--Whyville (pre-teens and teens): Users complete various activities, earn clams (the money used in Whyville), buy items and can write in the local newspaper.

http://www.whyville.net/smmk/top/index?source=ksc

 

--The River City (middle-school students): Students are able to travel back in time to River City and help the people overcome health issues that are attacking this city. Students work in teams to collect data, test hypotheses and describe possible solutions.

http://muve.gse.harvard.edu/rivercityproject/index.html

 

 

 

 How to Use Virtual Environments in Public Schools:

             The best virtual environment is determined by the age/grade level of students and the activity that they are to participate in. Virtual environments can be used for many different instructional purposes. Undirected learning allows students to explore, interact and create objects in the virtual environment. Directed learning requires students to participate and complete a particular activity.

 

            Elementary School:

        --Virtual fieldtrips to different areas around the world (culture, historic places, places in the community, etc.)

        --Practice real-life skills that avatars use (earning money, spending money, hypotheses, collect data, write a newspaper article, etc.)

 

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            Middle School:

                 --Virtual fieldtrips to different areas around the world (culture, historic places, etc.)

                 --Introduction to new careers through jobs that avatars are required to complete.

 

            High School:

                 --Virtual fieldtrips to different areas around the world (foreign languages, culture, historic places, etc.)

                 --Introduction to new careers through jobs that avatars are required to complete.

                 --Students design buildings for other students to use (art galleries, auditorium, book store, etc.)

 

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Why Use Virtual Environments:

   Advantages: There are many advantages to using virtual environments.

 

--Students have the ability to move around the virtual environment freely, as they fly, walk, run, swim, dance, etc. to various areas within the environment.

--Students have the ability to express who they are through the design of their avatar.

--Allows students to interact and communicate with others. Some students are very shy in class and are afraid to raise their hand in a real classroom to ask a question. Students use their avatars to ask the questions in the virtual class and socialize with other avatars.

--Students are able to interact and become a part of what they are learning through their avatar. Learning becomes more effective when they are actively involved.

--Allows all students (with different learning types) to learn and succeed, especially kinesthetic learners, where they are able to move around the virtual environment through their avatar.

--Students enjoy and have fun while learning in a 3-D environment. The atmosphere is realistic and entertaining versus a 1-D world.

--Students are able to “travel” to different areas around the world and see them in real-life versus seeing a picture in a book.

 

 

     Disadvantages: There are also some disadvantages to using virtual environments.

 

--Computers need to have certain technical requirements and specifications in order for virtual environments to operate correctly.

--Some virtual software to run the virtual environments may be prohibited or blocked if used on public computers.

--When students use chat to communicate with other avatars, the chats occur quickly. As a result, students who type slow or need time to think may struggle with this part of being in a virtual environment.

--If students are not required to go through a tutorial or training of how to use the virtual environment, they will be unfamiliar with it. As a result, they will not get the full learning potential they should receive by wasting time trying to figure out how to get around in the virtual environment.

 

Website Links:

Quest Atlantis http://atlantis.crlt.indiana.edu/

 

Second Life: http://secondlife.com/?v=1.1

 

Teen Second Life: http://teen.secondlife.com/

 

The River City http://muve.gse.harvard.edu/rivercityproject/index.html

 

Whyville http://www.whyville.net/smmk/top/index?source=ksc

 

Resources:

Images:

Ping, C. L., & Yong, T. L. (Authors). (2008) Screen picture of the quest atlantis multi-user virtual environment  

     [photograph], Retrieved May 3, 2010, from: http://www.google.com/imgres?imgurl=http://www.ascilite.org.au/ajet/ajet24/tay1.jpg&imgrefurl=http://www.ascilite.org.au/ajet/ajet24/tay.html&usg=__JQhpy_lQjs6mFpPZ8kXnfey9ibU=&h=490&w=631&sz=121&hl=en&start=8&itbs=1&tbnid=8i89mCEFnf1yTM:&tbnh=106&tbnw=137&prev=/images%3Fq%3Dquest%2Batlantis%2Bvirtual%2Benvironment%26hl%3Den%26gbv%3D2%26tbs%3Disch:1

 

[Untitled photograph of the river city project].  Retrieved April 29, 2010,

     from: http://muve.gse.harvard.edu/rivercityproject/

 

References:

Cheung, W. S., & Hew, K. F. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher

     education settings: A review of the research. British Journal of Educational Technology, 41(1), 33-35.

     doi:10.1111/j.1467-8535.2008.00900.x

 

Czarnecki, K. (2008). Virtual environments and K-12 education: A tour of the possibilities-Part 1. MultiMedia &

     Internet @ Schools, 15(4), 14-17. Retrieved from http://0-vnweb.hwwilsonweb.com.opac.library.csupomona.edu:80/hww/results/getResults.jhtml?_DARGS=/hww/results/results_common.jhtml.33

 

Czarnecki, K. (2008). Virtual environments and K-12 education: A tour of the possibilities-Part 2. MultiMedia & Internet @

     Schools, 15(5), 12-16. Retrieved from http://0-vnweb.hwwilsonweb.com.opac.library.csupomona.edu:80/hww/results/getResults.jhtml?_DARGS=/hww/results/results_common.jhtml.33

 

De Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive

     experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in

     a virtual world. British Journal of Educational Technology, 41(1), 69-85. doi: 10.1111/j.1467-8535.2009.01024.x.

 

Reid, R., & Sykes, W. (1999). Virtual reality in schools: The ultimate educational technology. T.H.E. Journal,

     26(7), 61-63.

 

Videos:

Students' virtual field trip. (2009). [Web]. Retrieved from http://www.youtube.com/watch?v=cf9QZwCrK-Y

 

Practical examples of using a virtual 3D environment for learning in high school. (2009). [Web].

      Retrieved from http://www.youtube.com/watch?v=X-oeCkBbwWo

 

Virtual World Tour. (2008) [Web].  Retrieved from http://www.youtube.com/watch?v=wMOqI3hH9Gs.

 

 

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