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2012, Proceedings of 11th Conference on Agent and Multiagent Systems
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We have developed the virtual world of Omosa in which school students can learn what scientists do by doing it themselves. In Omosa students are able to observe, collect data and interact with a number of intelligent virtual human and animal agents.
This article will explore how Second Life (SL) has entered a new era for interactive education and is being used by government agencies for outreach and eLearning. Case studies will be discussed where SL has been used effectively to meet the needs of government agencies like NOAA and NASA, as well as corporations and educational institutions. A primary focus will be made to analyze various educational issues for this type of virtual environment and to better define what some optimal learning theories and instructional strategies are that can be used most effectively. A few best practices for virtual worlds outreach and education will be discussed that include a discussion of how interactive games have been used to motivate rapid learning, encourage collaboration, and improve retention. Finally this article provides a projection of the future for colleges that will use this new media for virtual education. This article will offer some encouragement to convince organizational leaders and administrators from colleges and government agencies to move forward and "get on the virtual train."
Interactive Learning Environments, 2015
The main objective of this paper is to report on design research that involves the use of a virtual "game-like" world in conjunction with agent-based computer models to enable an innovative learning approach we refer to as computational scientific inquiry. In particular, we present the results of a study that explored a set of computational inquiry activities intended to help secondary students learn general principles of scientific inquiry and scientific knowledge about biological systems.
International Journal of Continuing Engineering Education and Lifelong Learning, 2005
Virtual field trips open new possibilities for instructional designers to create more interactive worlds for learners. Three virtual field trips are examined which have all been developed for the Open University undergraduate science courses and make clever and innovative use of QuickTime Virtual Reality to allow students to enter three contrasting environments.
2003
The Field is a simulated virtual environment designed to help elementary school students learn the basic skills of observational science in the context of mathematics and science. Over the last four years, we have iteratively developed technical aids for navigation and data collection based on observations we have conducted in an elementary school. This paper discusses the problems students encountered in the Field, the augmenting tools developed to address the issues, and their impacts to students' behavior.
This paper describes an application designed to aid students learn about some of the fundamental theories of science in their own time without the need for recreating experiments in the lab. It allows the student to visually ascertain the relationship between the video of the experiment and the associated data recorded in real time. Interpretation of the recorded data may prove difficult to understand, hence the need for a visualization process. By combining the video and recorded data into one application a student can readily associate a particular visual cue from the video with that of the recorded data.
2013 IEEE Global Engineering Education Conference (EDUCON), 2013
Intelligent Pedagogical Agents (IPAs) can be thought of as embodied intelligent agents that are designed for pedagogical purposes to support learning. They can be designed in particular for virtual worlds. Virtual worlds are becoming an interesting medium for engineering education for the properties of visual collaboration abilities providing authentic learning experiences and for the opportunity of providing active learning. However, virtual worlds need more educational support to be more inhabited with increased learning services. Incorporating intelligent pedagogical agents into virtual worlds adds such learning support by adding intelligence, improving believability, and the opportunity to increase communication with an artificial educator. However the implementation of intelligent pedagogical agents and adopting them in a virtual world require several efforts with different aspects of implementation. This paper reports our first prototype implementation of an IPA interacting with a learner and a learning object in natural science experiment in a virtual world while providing supporting multimodal communication abilities. The IPA has features of text chat based on the Artificial Intelligence Markup Language (AIML), a text-to-speech synthesis function, and non-verbal communication abilities through gesture animation. The implementation is presented through explained scenarios of the IPA tutoring an experiment or monitoring a learner avatar interaction with a learning object in a Virtual World. The IPA & the learning scenarios are implemented in the open source of Open Wonderland.
British Journal of …, 2002
Usually, students learn more if the method of instruction matches their learning style. Since Physics and Chemistry deal with three-dimensional (3-D) objects, the ability to visualize and mentally manipulate shapes is very helpful in their learning. In fact, much of what ...
Concepts, Methodologies, Tools, and Applications
The North Dakota State University (NDSU) World Wide Web Instructional Committee (WWWIC) is an inter-disciplinary research team, which has, since the 1990s, developed multiuser , interactive virtual environments (IVEs) to teach the structure and process of various branches of science. The most developed of these include the "Geology Explorer" and the "Virtual Cell," (VCell). This chapter describes the key features the Virtual Cell and the Geology Explorer, the underlying philosophy and educational theory guiding their
Cahiers philosophiques, Vrin, 2018
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