Engaging Students in a Computer Diversity Course Through Virtual Worlds

Author(s):  
Yvonne Pigatt ◽  
James Braman

Virtual world technology allows for an immersive 3D experience with rich content and interactive potential for students. Through this richness and interactivity, educators have abundant creative power to design and facilitate meaningful learning experiences and collaboration opportunities. In this chapter, the authors discuss one such initiative using Second Life as an educational space for a community college course activity to enhance student engagement. A brief literature review of the educational use of virtual worlds will be presented, which underpin our pedagogical methodology for the project framework. Focusing on a specific community college course titled “Diversity in a Technological Society,” the course goals and project requirements will be discussed. The chapter concludes with a detailed description of the proposed methodology for the next phase, recommendations, and future work.

Author(s):  
Yvonne Pigatt ◽  
James Braman

Virtual worlds allow for an immersive 3D experience with rich content and interactive potential for students. Through this richness and interactivity, educators have abundant creative power to design and facilitate meaningful learning experiences and collaboration opportunities. In this chapter, we discuss one such initiative using Second Life as an educational space for a community college course activity as a means to enhance student engagement. A brief literature review on education using virtual worlds will be presented, which underpin our pedagogical methodology for the project framework. Focusing on a community college course titled “Diversity in a Technological Society”, the course goals and project requirements will be discussed. The chapter concludes with a detailed description of the proposed methodology for the next phase, recommendations and future work.


Author(s):  
Yvonne Pigatt ◽  
James Braman

Virtual worlds allow for an immersive 3D experience with rich content and interactive potential for students. Through this richness and interactivity, educators have abundant creative power to design and facilitate meaningful learning experiences and collaboration opportunities. In this chapter, we discuss one such initiative using Second Life as an educational space for a community college course activity as a means to enhance student engagement. A brief literature review on education using virtual worlds will be presented, which underpin our pedagogical methodology for the project framework. Focusing on a community college course titled “Diversity in a Technological Society”, the course goals and project requirements will be discussed. The chapter concludes with a detailed description of the proposed methodology for the next phase, recommendations and future work.


2019 ◽  
pp. 172-192
Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


2011 ◽  
Vol 3 (4) ◽  
pp. 1-14 ◽  
Author(s):  
Ekaterina Prasolova-Forland ◽  
Ole Ørjan Hov

3D Collaborative Virtual Environments (CVEs) or virtual worlds have been widely used in educational settings for the purposes of simulation and demonstration of scientific concepts, art and historical events that for practical reasons may be complicated in real-life classrooms. This paper describes an experience of recreating a central event in Norwegian history, adoption of Norwegian constitution at Eidsvoll in 1814, in the virtual world of Second Life. The historical building where this event took place was reconstructed and used as a part of an online history course where Norwegian students residing all over the world could meet at Virtual Eidsvoll, play the role of the members of the Constituent Assembly and pass the constitution. Following the description of the experience with the Virtual Eidsvoll project, the authors conclude with a critical discussion of using 3D CVEs for history education, outlining directions for future work.


Author(s):  
Reza Ghanbarzadeh ◽  
Amir Hossein Ghapanchi

Three Dimensional Virtual Worlds (3DVW) have been substantially adopted in educational and pedagogical fields worldwide. The current study conducted a systematic literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed in eight high-ranking databases, and following scrutiny according to inclusion criteria, 164 papers were selected for review. The systematic literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for the 3DVWs in higher education were found, and were classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. The results revealed Second Life as the most popular 3DVW platform in higher education. This study also found that by using 3DVW technology a wide range of virtual environments and virtual tools have been designed and applied in teaching and learning for higher education.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Will Meierjurgen Farr ◽  
Piet Hut ◽  
Jeff Ames ◽  
Adam Johnson

In virtual worlds objects fall straight down. By replacing a few lines of code to include Newton's gravity in full, virtual world software can become an N-body simulation code with visualization included where objects move under their mutual gravitational attraction as stars in a cluster. We report on our recent experience of adding a gravitational n-body simulator to the OpenSim virtual world physics engine. OpenSim is an open-source, virtual world server that provides a 3D immersive experience to users who connect using the popular “Second Life” client software from Linden Labs. With the addition of the n-body simulation engine, multiple users can collaboratively create point-mass gravitating objects in the virtual world and then observe the subsequent gravitational evolution of their “stellar” system. We view this work as an experiment examining the suitability of virtual worlds for scientific visualization, and we report on future work to enhance and expand the prototype we have built.


Author(s):  
Ekaterina Prasolova-Forland ◽  
Ole Ørjan Hov

3D Collaborative Virtual Environments (CVEs) or virtual worlds have been widely used in educational settings for the purposes of simulation and demonstration of scientific concepts, art and historical events that for practical reasons may be complicated in real-life classrooms. This paper describes an experience of recreating a central event in Norwegian history, adoption of Norwegian constitution at Eidsvoll in 1814, in the virtual world of Second Life. The historical building where this event took place was reconstructed and used as a part of an online history course where Norwegian students residing all over the world could meet at Virtual Eidsvoll, play the role of the members of the Constituent Assembly and pass the constitution. Following the description of the experience with the Virtual Eidsvoll project, the authors conclude with a critical discussion of using 3D CVEs for history education, outlining directions for future work.


Author(s):  
Emma K. Austin ◽  
Carole James ◽  
John Tessier

Pneumoconiosis, or occupational lung disease, is one of the world’s most prevalent work-related diseases. Silicosis, a type of pneumoconiosis, is caused by inhaling respirable crystalline silica (RCS) dust. Although silicosis can be fatal, it is completely preventable. Hundreds of thousands of workers globally are at risk of being exposed to RCS at the workplace from various activities in many industries. Currently, in Australia and internationally, there are a range of methods used for the respiratory surveillance of workers exposed to RCS. These methods include health and exposure questionnaires, spirometry, chest X-rays, and HRCT. However, these methods predominantly do not detect the disease until it has significantly progressed. For this reason, there is a growing body of research investigating early detection methods for silicosis, particularly biomarkers. This literature review summarises the research to date on early detection methods for silicosis and makes recommendations for future work in this area. Findings from this review conclude that there is a critical need for an early detection method for silicosis, however, further laboratory- and field-based research is required.


2021 ◽  
Vol 11 (10) ◽  
pp. 4488
Author(s):  
Raffaele Campo ◽  
Felipe Reinoso-Carvalho ◽  
Pierfelice Rosato

The existing multisensory literature suggests that the combination of the different human senses in a controlled fashion during food/drink experiences can provide more enjoyment to consumers. The present research reviews recent literature relating multisensory perception with wine experiences, focusing on the interaction of the five basic senses (taste, smell, vision, touch, and sound). This is mostly being assessed from a perceptual and behavioral consumer perspective. Here, the authors report different ways in which such interactions across these senses can affect the way a wine is experienced, prior to, during, and even after tasting. The authors finish this literature review by providing some insights in the context of wine and food pairing, while also generally reflecting on potential future work. These insights may be inspirational for a diverse group of organizations working with wine. Based on such multisensory approaches, it may be possible to bring unforeseen sensations to the different wine experiences, while at the same time stressing particular sensory and/or emotional attributes.


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