Avatars
'98 - Virtual Education
Active Worlds in Education
Other Virtual Worlds in Education / Publications
& Research on VW & Education
Introduction
A New Model is emerging for online education. This model addresses the need for collaborative, constructivist education, and a student-centered, instructor-mediated curriculum. Online learning has shifted the role of the teacher from expert/controller to the role of facilitator/coach. Students need to have a higher level of motivation for successful computer-mediated learning. Thus, an important challenge of distance learning is the need to develop higher order thinking, problem solving, communication, presentation, and collaboration skills. Innovative educational programs such as ThinkQuest and WebQuest have pioneered the use of computer technology to help students improve their problem-solving abilities and motivation. They do this by offering students project-based learning opportunities that bring together many skill sets and help students teach other students by example. Virtual Worlds are already demonstrating their strengths as an effective medium for a richer online learning experience. Already educational virtual environments are proliferating all over cyberspace in Active Worlds, The Palace, Blaxxun, Onlive Traveler and other platforms. We present below an introduction to some of these educational worlds. This growing list is by no means comprehensive so please let me know about your world and your work to join our list! Bonnie
DeVarco |
Universities
and Educational Institutions in Active Worlds
University of Cincinnati
College of Design, Architecture, Art & Planning |
|
Daap
|
Daap is the
virtual world of the College of Design, Architecture, Art, and Planning
at the University of Cincinnati. Daap has been used as an environment
to test models of sculpture and other three dimensional projects by faculty,
students, and guests of the college. Fine Art Media Fundamentals, Modeling
for 3 Dimensional Networking, and Computer Sculpture, are courses which
have been taught using Daap as a venue for the presentation of student
work.
|
CONTACT/S:
HOME PAGE: |
Art Center College of Design
Pasadena, California |
|
accd
|
The Art Center College of Design in Pasadena, California's virtual world, accd is designed by students as part of two courses, Virtual Worlds Theory and Virtual Worlds Design, taught by Michael Heim, author of Virtual Realism [Oxford University Press]. |
CONTACT/S:
HOME PAGE:
|
University
of Toronto
McLuhan Program in Culture and Technology |
|
mcluhan
|
The mcluhan
world is part of the ....
|
CONTACT/S: HOME PAGE: |
University of Colorado, Boulder
College of Business |
|
ucbcob01
|
For a short
article on the ucbcob world see: http://www.insidedenver.com/internet/0719cyb2.html
|
CONTACT/S:
HOME PAGE:
|
NASA
Ames Research Laboratory
|
|
NasaNa_
|
NASA's public virtual version of the Ames Research Laboratory in Active Worlds features many opportunities and activities for students online and in 3D, including live outreach for groups of students to meet experts in a Pathfinder course module and an exhibition linked to many pages within the NASA Ames Research Lab's Home Site. |
CONTACT/S: HOME PAGE: |
Boston Museum of Science
|
|
SFX
|
The Boston Science Center has built a virtual world installation as part of their new exhibition, Special Effects. The SFX world in Active Worlds invites the general public to see a virtual companion exhibit similar to the real exhibition in Boston. Exhibit visitors can go into AW through a kiosk at the Museum. AW visitors and museum visitors to SFX world can enjoy the virtual exhibition at the same time and see each other. |
CONTACT/S: HOME PAGE:
|
TheU Virtual University
Architecture Competition |
|
TheU
|
In early 1998 Stuart Gold directed a joint project of SRT Enterprises, the Contact Consortium and Circle of Fire in TheU to bring together 34 different teams in an architecture competition in Active Worlds. Each team was given two months to design and build a demonstration model for a Virtual University and three winning entries were selected in Spring 1998. The judges included: Derrick Woodham, Gerhard Schmitt, Hani Rashid, John Tiffin, Marcos Novak, Murray Turoff and Stuart Gold. |
CONTACT/S:
HOME PAGE: |
Oslo School of Architecture
|
|
Aho
|
Aho 1 & 2 World is a cluster of worlds that acts as an experiment in education. |
CONTACT/S:
HOME PAGE:
|
University of California,
Santa Cruz
|
|
VHS - Virtual
High School
|
This demonstration virtual high school was built for the University of California, Santa Cruz VHS Feasibility Study and features an office with office hours, Spanish Wing, Science Lab with a chemistry simulation in the "Student WebQuest Wing," and a gallery show on Geometry and Art.This virtual high school demonstration model was designed and built by Zg and Aurac of Active Arts Design and its content and concept were developed by Bonnie DeVarco. The first VHS was initiated and hosted by Stuart Gold and Bruce Damer in TheU. Another public version of the VHS demonstration model is now also in Zg world. |
CONTACT/S:
HOME PAGE: |
Haags Montessori Lyceum,
Netherlands, School 204, St. Petersburg, Russia Institut Notre Dame, Meudon, France |
|
EDU_HML
|
This educational world called "The Virtual City" is an international cooperative project between three schools in Europe. Each building in The Virtual City has to have an educational function. - "Since we are (as far as we know) the first schools in the world to launch a project like this, there isn't anyone who has any experience in creating the type of world that we need." |
CONTACT/S: HOME
PAGE: |
United Nations
Food and Agriculture Organization |
|
Virtualia
|
Virtualia is an experiment in fractal-like surfaces and automated building, built by Lucio Pascarelli, who is now designing a similar world for the Food and Agriculture Organization of the United Nations. This world is an experiment to find ways to generate 3D surfaces from data for educational purposes. |
CONTACT/S: HOME
PAGE: |
The Center for
Advanced Learning Technologies |
|
INSEAD
|
The Centre for Advanced Learning Technologies (CALT), located in France is increasingly regarded as Europe's leading R&D initiative in the domain of advanced learning technologies for management education and knowledge management. Their virtual world in Active Worlds is public and serves as a virtual environment to test CALT's experimental projects. |
CONTACT/S: HOME PAGE:
|
Active Arts Design
Prototype Virtual University |
|
Zg
|
The world Aurac was built and designed by Aurac, HenrikG and Zg of the Active Art Design Team and was the award winning entry in TheU Architecture Competition to Design a Virtual University in 1998. Drawing on their considerable experience with Active Worlds software, the team produced a visually unique and influential learning environment. It included the widely publicised Learning Towers, where it is possible to discover about some of the intricacies of working with AW, as well as a library, exhibition hall and main reception building, complete with purpose built lecture theatre. This world was closed after the competition but was recently resurrected by popular demand in the world Zg where it has since been enhanced in the spirit of the original enterprise. |
CONTACT/S: HOME PAGE:
|
3D Atlas of Cyberspaces
|
|
ATLAS
|
The ATLAS gallery opened to the public on the 3rd of September 1998. They hold regular seminars in the gallery where visitors can meet and chat with the Atlas of Cyberspaces curator Martin Dodge and other cyber-cartographers, asking questions on mapping and visualising Cyberspace. The gallery currently contains three themed groups of pictures arranged around the points of a compass. In the east we have maps using geographic metaphors, in the west are images of 3D information space and lastly in the south are information maps. |
CONTACT/S: HOME PAGE:
|
University of Cincinnati
Department of Biological Sciences |
|
Bioworld
|
The Virtual Campus of the Dept. of Biological Sciences is a new virtual world connected to their Biology department. |
CONTACT/S: |
ThinkQuest
Student-built Competition World |
|
PacificO
|
The Pacific0 world is a 3D virtual companion world to an hub for information on the Pacific Ocean. Students created and maintain this web site and world for the 1998 ThinkQuest Competition. |
CONTACT/S: HOME PAGE:
|
Virtual
Charters School, UK.
|
|
Aurac
|
Virtual Charters - the UK's first Virtual High School - Active Art Design, winners of the 1998 TheU Architecture Competition to design a Virtual University, donated the prize world to their local High School and have been assisting the students and teachers in their first foray into cyberspace. The school has decided to create a mixed environment with both real-life and fantasy buildings. The world is still very much 'under construction', but will be contain curriculum specific study areas which can be used by both students and teachers to assist with both classwork and homework assignments. Presenlty, the world features a replica of the main school building and a Student Art exhibition which is housed in a purpose built hexagonal gallery designed and curated by Geoff Kerrins. Science and mathematics areas are currently under construction. This world is not yet open to the public, but will be open for the duration of Avatars98 - the world name, should you care to visit, is Aurac. |
CONTACT/S: |
Cluster of Middle Schools
|
|
Sacred Heart
School
|
This educational experiment led by Bruce Carey, is an educational world built and used by middle school students in New Zealand. |
CONTACT/S: |
Cornell University
Cornell Theory Center |
|
SciCentre
|
Led by Margaret Corbit, The Cornell Theory Center is building a virtual museum called SciCentre. This museum will be a multi-user, interactive online world for science education. This world is modeled on a cross between a conventional science project and a World's Fair. |
CONTACT/S: |
Advanced Spatial Analysis
(CASA)
University College London |
|
Scicity
|
The website uses a graphical front end to let visitors explore how Science, Engineering and Technology affect their everyday lives. The Scicity world takes this one step further, allowing users to explore Science City in 3d for the first time. The Active Worlds version of Science City is a 3d virtual representation of the site. |
CONTACT/S: HOME PAGE:
|
Stanford
University
PBL Laboratory Dept. of Civil Engineering |
|
|
PBL is a process of teaching and learning that focuses on problem based, project centered activities that produce a product for a client. PBL will be based on re-engineering processes that bring people from multiple disciplines together. |
CONTACT/S:
HOME PAGE: |
San Jose Tech Museum of
Innovation
|
|
|
Circle of Fire has worked closely with the San Jose Tech museum of Innovation to design the Electronic Café in Active Worlds.The display, scheduled to opening in October 1998 features 12 computer terminals hooked to the intranet. The environments will allow museum users to interact within rich environments designed for gaming and Entertainment applications. See http://www.thetech.org/press_resources/communication.html for an overview of this project. |
CONTACT/S:
HOME PAGE: |
~~~~~~~~~~~~~~~~~~~
Universities and Educational Institutions Who Use The Palace
INSTITUTION:
Georgia Tech University
School of Literature, Communication and Culture
CONTACT/S:
Terry Harpold, Assistant Professor
terry.harpold@lcc.gatech.edu
http://www.lcc.gatech.
edu/faculty/harpold/pgp.html
Greg VanHoosier-Carey,
Assistant Professor
greg.vanhoosiercarey@lcc.gatech.edu
http://www.lcc.gatech.edu/~gvanhoosier-carey/index.html
Richard A. Grusin, Chair
richard.grusin@lcc.gatech.edu
http://www.lcc.gatech.edu/~grusin/index.html
Daryl Ogden, Assistant Professor
daryl.ogden@lcc.gatech.edu
http://www.lcc.gatech.edu/~ogden/index.html
PROFILE:
Georgia Tech's LCC program, TechLINK is using the Palace in
seven of its 42 freshman courses as an online collaborative learning space.
Meeting halls, classrooms offices and cafes allow students to congregate in
virtual rooms regularly as a part of their course.
____________________
INSTITUTION:
Kent State University
Instructional Resources Center
College of Education
CONTACT/S:
Alan Evans, Director
terry.harpold@lcc.gatech.edu
http://www.lcc.gatech.
edu/faculty/harpold/pgp.html
PROFILE:
Georgia Tech's LCC program,
____________________
INSTITUTION:
Syracuse University
CONTACT/S:
PROFILE:
~~~~~~~~~~~~~~~
Universities
and educational institutions who use Onlive, Blaxxun or other Virtual World
Platforms
INSTITUTION:
Unviersity of Texas at Austin
ACTLAB
CONTACT/S:
Vernon Reed
vreed@home.actlab.utexas.edu
http://www.actlab.utexas.edu/utopia/
PROFILE:
ACTLAB's Utopia is a student-built world in Onlive...
____________________
INSTITUTION:
University of Washington
The Human Interface Technology Laboratory (HIT Lab)
CONTACT/S:
Bruce Campbell bdc@hitl.washington.edu
Jim Davidson jnd@hitl.washington.edu
Kori Inkpen - inkpen@hitl.washington.edu
http://www.hitl.washington.edu/projects/greenspace/
PROFILE:
The Greenspace Project's Virtual Playground is an experimental
virtual environment concerned with the underlining hardware and software issues
of collaborative VR and with how humans will live and act in this new environment.
The Virtual Playground prototyped a new generation of a shared virtual space,
written completely in Java and using the new Java3D API.
____________________
INSTITUTION:
University of California, Los Angeles
UCLA Center for the
Study of Online Community
CONTACT/S:
http://www.sscnet.ucla.edu/soc/csoc/
PROFILE:
ACTLAB's Utopia is a student-built world in Onlive...
~~~~~~~~~~~~~
Online
Papers, Publications and Research Projects on Virtual Worlds and Education
Lifelike Avatars - Gesture and Narrative Language Group
Hannes Vilhjalmsson
MIT Media Lab
http://renga.www.media.mit.edu/avatars/
"Aesthetic
Issues in the Design of Multiparticipant Virtual Worlds"
Rebecca Allen,
University of California, Los Angeles
http://emergence.design.ucla.edu/
"Life at the
Palace - A Cyberpsychology Case Study"
John Suler
Rider Univeristy
http://www1.rider.edu/~suler/psycyber/palacestudy.html
" MOOSE Crossing:
Construction, Community, and Learning in a Networked Virtual World for Kids"
Amy Bruckman
MIT Media Lab
http://asb.www.media.mit.edu/people/asb/thesis/
"Personal Space
in a Virtual Community"
Phillip Jeffrey GMD
German National Research Center for Information Technology
FIT - Institute for Applied Information Technology, Germany
http://softeng.cis.uoguelph.ca/~phillipj/Personal_Space_in_a_Virtual_Community_(modified).html
"Archaeological Virtual Worlds for Public Education"
Donald H. Sanders, Ph.D., President, Learning Sites, Inc.
dsanders@learningsites.com
http://cssjournal.com/sanders.html
"Learning Spaces
in the Networlds of Tomorrow"
Margaret Riel
School of Education
University of California, Irvine
http://www.iearn.org/iearn/webtour/2/tourmap2.html
"Embodiment
in Virtual Worlds"
T.L. Taylor
Brandeis University
http://stanley.feldberg.brandeis.edu/~ttaylor/research.htm
"Virtual Reality
and Education"
Diversity University
http://www.cris.com/~angus1/edu.html
"Virtual Reality
and Education: Information Sources"
ftp://ftp.hitl.washington.edu/pub/scivw/citations/VR-ED.html
"Constructivism
in Practice: The Case for Meaning-Making in the Virtual World"
Kimberley M. Osberg
University of Washington Dept. of Education
http://www.hitl.washington.edu/publications/r-97-47/index.html
ABSTRACT: This study compares the educational value of constructivist pedagogy as applied through the design, development and experience of 3-D interactive virtual learning environments to a traditional classroom approach and to a no instruction control. The constructivist treatment provided students with access to their choice of source content, 3-D modeling tools and instruction in virtual world development to assist in developing visual, auditory and interactive signs and symbols in the virtual environment. Traditional instruction included a biology textbook, worksheets and teacher-led discussions. Subjects were 117 7th and 8th grade students in a constructivist classroom studying wetland ecology. Subsequent research is presented in an Addendum that indicates that virtual world building is both motivational and educationally efficacious.
"Collaboration
in a Virtual World: Support for Conceptual Learning?"
Paul Brna & Rob Aspin
Computer Based Learning Unit,
Leeds University, Leeds, England, UK
http://www.cbl.leeds.ac.uk/~paul/papers/hci-et97paper/hci-et.html
ABSTRACT: Collaborative activity is considered by many educators
as being a goal worth pursuing both in itself and in terms of increasing the
efficiency of problem solving and learning. Recently, with the current improvements
in Virtual Reality (VR) technologies, researchers have sought to extend the
utility of VR into the area of conceptual learning. The advantages (and disadvantages)
of collaborative problem solving are rehearsed with particular emphasis on learning
physics. The main issue addressed in this paper is how Virtual Environments
(VEs) can be designed to provide improved support for conceptual learning of
physics. The design and implementation of a set of collaborative VEs (CVEs)
is outlined. A pilot study is described which features several worlds designed
as part of the Virtual Physics laboratory. The basic results are presented along
with a discussion as to how the research could be moved forward. The discussion
also raises the issues of desktop versus more immersive approaches; of collaborative
versus solitary use; of navigation; and of the interface.
"The NICE
Project: Learning Together in a Virtual World"
Andrew Johnson, Maria
Roussos, Jason Leigh,
Christina Vasilakis, Craig Barnes, Thomas Moher
Electronic Visualization Laboratory & Interactive Computing Environments Laboratory
University of Illinois at Chicago
http://www.evl.uic.edu/aej/vrais98/vrais98.2.html
ABSTRACT: This paper describes the NICE project, an immersive learning environment
for children implemented in the CAVE and related multi-user virtual reality
(VR) technologies. The NICE project provides an engaging setting where children
construct and cultivate simple virtual ecosystems, collaborate via networks
with other remotely-located children, and create stories from their interactions
in the real and virtual world.
Virtual Reality
and Education Laboratory (VREL)
School of Education, East Carolina University, Greenville, NC
USA
Co-Directors: Dr. Lawrence Auld auldl@mail.ecu.edu
Dr. Veronica Pantelidis pantelidisv@mail.ecu.edu
Based on a perceived need for a laboratory to study the implications of virtual reality for K-12 education, Dr. Lawrence Auld and Dr. Veronica Pantelidis established VREL in 1992. The goals of VREL are to 1) identify suitable applications of virtual reality in education and training, 2) gather information on educational applications of virtual reality throughout the world, 3) examine impact of virtual reality on education and training and 4) disseminate information as broadly as possible