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A multi-user virtual environment for building and assessing higher order inquiry skills in science

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TLDR
The results indicated that students were able to conduct inquiry in virtual worlds and were motivated by that process, however, the results from the assessments varied depending on the assessment strategy employed.
Abstract
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with ‘avatars’ of other students, digital artefacts and computer-based ‘agents’ acting as mentors and colleagues in a virtual community of practice set during the time period when bacteria were just being discovered. This paper describes the results from three implementations of the River City virtual environment in 2004–05 with approximately 2000 students from geographically diverse urban areas. The results indicated that students were able to conduct inquiry in virtual worlds and were motivated by that process. However, the results from the assessments varied depending on the assessment strategy employed. [ABSTRACT FROM AUTHOR]

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Design-Based Research: A Decade of Progress in Education Research?

TL;DR: In this paper, the authors review the characteristics of DBR and analyze the five most cited DBR articles from each year of this past decade and conclude that interest in DBR is increasing and that results provide limited evidence for guarded optimism that the methodology is meeting its promised benefits.
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A comparative analysis of international frameworks for 21st century competences: Implications for national curriculum policies

TL;DR: In this article, eight frameworks describing 21st-century competences were analysed and compared on their underlying rationales and goals, their definition of 21st century competences, and the recommended strategies for the implementation and assessment of these skills in educational practice.
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The learning effects of computer simulations in science education

TL;DR: A review of the past decade on the learning effects of computer simulations in science education can be found in this paper, where the authors consider the effects of variations in how information is visualized, how instructional support is provided, and how computer simulations are embedded within the lesson scenario.
Journal ArticleDOI

Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption

TL;DR: This paper presents a cross-case study of the development of teacher professional development for the River City project, a games-based multi-user virtual environment science curriculum project for middle school children, over three years of its development.
References
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Journal ArticleDOI

The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment

TL;DR: In this paper, the authors investigated data-gathering behaviors exhibited by 100 seventh-grade students as they participated in a scientific inquiry-based curriculum project delivered by a multi-user virtual environment (MUVE).
Journal ArticleDOI

Exploring the Use of Individualized, Reflective Guidance In an Educational Multi-User Virtual Environment

TL;DR: In this article, a guidance system embedded within a MUVE-based scientific inquiry curriculum was implemented with a sample of middle school students in an exploratory study investigating (a) whether access to the guidance system was associated with improved learning, (b) whether students viewing more guidance messages saw greater improvement on content tests than those viewing less, and (c) whether there were any differences in guidance use among boys and girls.
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Test of the Integrated Science Process Skills for Secondary Science Students.

TL;DR: In this article, the authors developed a valid and reliable test of integrating science process ski for teachers, researchers, and evaluators in primary and secondary schools, with a reliability of.39 across ability levels, socioeconomic, levels, gender, and race.
Journal ArticleDOI

Design for Scalability: A Case Study of the River City Curriculum

TL;DR: The River City multi-user virtual environment (MUVE) as discussed by the authors was designed to enhance engagement and learning in middle school science, and over 250 teachers and 15,000 students participated in the River City curriculum.
Journal Article

Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment

TL;DR: The River City curriculum as discussed by the authors was designed for middle school students to collaboratively solve a digital 19th century city's problems with illness through interaction with digital artifacts, tacit clues, and computer-based 'agents' acting as mentors and colleagues in a virtual community of practice.