化身去上课:一个虚拟环境土壤科学活动

M. Mamo, D. Namuth-Covert, A. Guru, G. Nugent, L. Phillips, L. Sandall, T. Kettler, D. McCallister
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引用次数: 11

摘要

Web 2.0技术正迅速从社交和游戏领域扩展到教育应用领域。具体来说,多用户虚拟环境(MUVE),如SecondLife,允许教育工作者通过创建模拟的现实发展问题/游戏来填补第一手经验的空白。在一项试点研究中,内布拉斯加州大学林肯分校和eXtension的一组教育工作者利用SecondLife在eXtension的Morrill2岛创建了一个土壤和水环境案例研究,供学生在土壤科学入门课程中测试和使用(n = 126)。在这个有110分钟课时的试点测试中,大约一半的学生(n = 64)在开始土壤和水污染活动之前,首先给出了如何在SecondLife中导航的方向。另一组学生(n = 62)作为对照组,使用传统的纸笔方法完成相同的活动,并使用表格或图形格式的支持数据。一项活动前调查显示,大约33%的学生有一定程度的虚拟环境和/或玩电脑/视频游戏的经验。随机实验结果显示,对照组的平均测试后得分为8.38分(满分为12分),明显高于SecondLife组的7.34分。活动后的学生调查结果表明,学生更喜欢具有教育意义的虚拟互动对象,如模拟活动和实验,与之互动和获取信息的角色,以及更多的动作和游戏功能,以使他们的教育体验受益。虽然SecondLife和其他模拟软件包具有教育用途的潜力,但为了提高学习效果,技术中的活动设计必须具有教学合理性,并且还必须创建能够吸引和吸引学习者的任务。
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Avatars Go to Class: A Virtual Environment Soil Science Activity

Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the University of Nebraska-Lincoln and eXtension created a soil and water environmental case study using SecondLife in eXtension's Morrill2 Island for testing and use by students in an introductory soil science course (n = 126). In this pilot test with a class period of 110 minutes, approximately half of the students (n = 64) were first given an orientation on how to navigate in SecondLife before beginning the soil and water pollution activity. Another group of students (n = 62) formed a control group and completed the same activity using a traditional paper and pencil method and using supporting data presented in table or graphics format. A pre-activity survey suggested that about 33% of all students had some level of experience with virtual environments and/or playing computer/video games. Results from a randomized experiment showed that the average post-test score for the control group was 8.38 (out of a possible 12 points), which was significantly higher than the 7.34 for the SecondLife group. Post-activity student survey results suggested that students prefer to have educationally designed virtual interactive objects such as simulation activities and experiments, characters with whom to interact and gain information, and overall more action and gaming features to benefit their educational experience. While SecondLife and other simulation software packages have potential for educational use, in order to improve learning, the design of the activity within the technology must be pedagogically sound and also create tasks that capture and engage the learner.

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