2002
DOI: 10.1162/105474602317343659
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Building Virtual Worlds for Informal Science Learning (SciCentr and SciFair) in the Active Worlds Educational Universe (AWEDU)

Abstract: As a focus of its exploration of desktop 3-D environments for science outreach, the Cornell Theory Center (CTC), Cornell University's high-performance computing center, has been exploring the use of the Active Worlds client/server technology for implementation of a 3-D multiuser virtual science museum, SciCentr, that incorporates interactive simulation-based exhibits. We present here early lessons in accommodating the needs of several interconnected user groups as we move forward with establishing the SciCentr… Show more

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Cited by 26 publications
(10 citation statements)
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“…Bers 1999;Bruckman 1996;Corbit 2002;Simons and Clark 2004). Many early educational MUVE-based curricula were implemented in informal settings.…”
Section: Early Muvesmentioning
confidence: 99%
See 3 more Smart Citations
“…Bers 1999;Bruckman 1996;Corbit 2002;Simons and Clark 2004). Many early educational MUVE-based curricula were implemented in informal settings.…”
Section: Early Muvesmentioning
confidence: 99%
“…An early educational MUVE created specifically for supporting authentic experimentation and interactive delivery of science content was Corbit's SciCentr (Corbit 2002). SciCentr was designed for use in informal settings as a set of virtual worlds that collectively formed a virtual science museum.…”
Section: Scicentrmentioning
confidence: 99%
See 2 more Smart Citations
“…Another challenge, cited by Kirschner et al (2006), is that guided inquiry in technologybased environments is more powerful than wholly open-ended exploration. Both of these challenges for science inquiry learning-appropriately guided inquiry learning and integration of collaboration and inquiry learning-are being addressed by researchers implementing MUVEs (e.g., Bers 1999;Corbit 2002;Slator et al 2004;Dede et al 2002). In an even broader sense, research in this area is part of a rapidly expanding focus on the use of educational gaming environments for learning (Gee 2003).…”
mentioning
confidence: 99%