2007
DOI: 10.1007/s10648-007-9048-1
|View full text |Cite
|
Sign up to set email alerts
|

Scientific Inquiry in Educational Multi-user Virtual Environments

Abstract: In this paper, we present a review of research into the problems of implementing authentic scientific inquiry curricula in schools and the emerging use of educational Multi-User Virtual Environments (MUVEs) to support interactive scientific inquiry practices. Our analysis of existing literature in this growing area of study reveals three recurrent themes: (1) with careful design and inclusion of virtual inquiry tools, MUVE-based curricula can successfully support real-world inquiry practices based on authentic… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
39
0

Year Published

2007
2007
2022
2022

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 95 publications
(39 citation statements)
references
References 24 publications
0
39
0
Order By: Relevance
“…They used a 3DVW called River City to make students interact with avatars, digital artifacts and computer-based agents so that students could find the bacteria. Brian C Nelson and Ketelhut (2007) implemented authentic scientific inquiry curricula in schools and the emerging use of 3DVW to support interactive scientific inquiry practices. They investigated the impact of 3DVW on learning and engagement for underserved students and the impact of virtual experimentation tools designed to scaffold student inquiry processes on engagement and learning of individuals.…”
Section: Literature Reviewmentioning
confidence: 99%
“…They used a 3DVW called River City to make students interact with avatars, digital artifacts and computer-based agents so that students could find the bacteria. Brian C Nelson and Ketelhut (2007) implemented authentic scientific inquiry curricula in schools and the emerging use of 3DVW to support interactive scientific inquiry practices. They investigated the impact of 3DVW on learning and engagement for underserved students and the impact of virtual experimentation tools designed to scaffold student inquiry processes on engagement and learning of individuals.…”
Section: Literature Reviewmentioning
confidence: 99%
“…These massively multi-player online games (MMOs) include several subgenres. The most popular MMOs, such as World of Warcraft and RuneScape for adults, and Habbo Hotel and Club Penguin for youth, were designed for entertainment purposes but have been the subject of research because of the opportunities for situated learning they provide ( Thomas & Brown, 2009 ( Ketelhut, 2007 ), support the transfer of students' scientifi c inquiry processes into reallife processes ( Ketelhut, Nelson, Clarke, & Dede, 2010 ), and do so for boys and girls alike (Nelson & Ketelhut, 2007 ). Exploratory studies on Whyville , an educational MMO that offers a range of science-based activities in which several million users participate at home or in school, suggest that users of this resource are motivated to investigate science topics in formal and informal settings ( Kafai, Quintero, & Feldon , 2010 ;Neulight et al ., 2006 ).…”
Section: Learning With Simulationsmentioning
confidence: 99%
“…Also part of the subset concerning scaffolding for teaching and learning would be studies such as Nelson and Ketelhut's (2007) review examining the problems of implementing authentic scientific inquiry curricula in schools utilizing educational virtual world environments. Their review reveals that virtual world-based curricula supporting real-world inquiry is viable provided it is based on authentic interactivity with simulated worlds and tools.…”
Section: Related Workmentioning
confidence: 99%