Proceedings IEEE 9th International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises (WET ICE 20
DOI: 10.1109/enabl.2000.883699
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Building virtual worlds for informal science learning (SciCentr and SciFair) in the Active Worlds Educational Universe (AWEDU)

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Cited by 11 publications
(13 citation statements)
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“…When they score, the numbers on the scoreboard changes; therefore, they impact the environment. In a similar approach, Corbit (2002) utilized such an interactive game in a virtual world designed for teaching about science. Five of the children interviewed in this study were frequently observed playing pushball.…”
Section: Playingmentioning
confidence: 99%
“…When they score, the numbers on the scoreboard changes; therefore, they impact the environment. In a similar approach, Corbit (2002) utilized such an interactive game in a virtual world designed for teaching about science. Five of the children interviewed in this study were frequently observed playing pushball.…”
Section: Playingmentioning
confidence: 99%
“…Empirical research to date suggests that these computationally-rich educational tools have the power to be extremely effective for STEM education by accomplishing the following: improving scientific understanding (Friedman & diSessa, 1999); implementing constructivist and inquiry-based pedagogies (Barab et al, 2000); designing "authentic" opportunities for learning where students "do" science (Rosenbaum, Klopfer, & Perry, 2007); engaging young girls with scientific activities to the degree that their enthusiasm surpasses that of their male peers (Ketelhut, 2007); motivating heretofore unmotivated students (Dede, Ketelhut, & Reuss, 2004); improving scores on standardized tests (Weaver, 2000); and increasing the frequency of scientific behaviors in students (Ketelhut, 2007). Virtual world programming in particular has been shown to have a positive impact on minority and underserved students' attitudes toward science (Corbit & Norton, 2007) and has proved an effective program for accommodating cultural expression (Corbit et al, 2006). Female, as often as male teens recommend using the medium for learning (Norton et al, 2008).…”
Section: The Scifair Modelmentioning
confidence: 99%
“…Each virtual world has its own visual theme, mechanisms, and intra-world activity groups. A common practice in most MUVEs is collaborative activities (Annetta & Park, 2006;Bruckman, 1996;Bruckman, 2000;Clarke, Dede, Ketelhut, & Nelson, 2006;Corbit, 2002;Dickey, 2000;Dickey, 2003;Nelson et al, 2005). In some studies, virtual environments defined as Collaborative Virtual Environments (CVEs) in which users can share virtual objects, communicate and work together through 3D spaces (Chellali, Milleville-Pennel, & Dumas, 2013;Poppe et al, 2017).…”
Section: Introductionmentioning
confidence: 99%