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Virtual Worlds for Teaching: A Comparison of Traditional Methods and Virtual Worlds for Science Instruction

Virtual Worlds for Teaching: A Comparison of Traditional Methods and Virtual Worlds for Science Instruction
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Author(s): Catherine Norton-Barker (Cornell University, USA), Margaret Corbit (Cornell University, USA)and Richard Bernstein (Cornell University, USA)
Copyright: 2011
Pages: 14
Source title: Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications
Source Author(s)/Editor(s): Richard E. Ferdig (Kent State University, USA)
DOI: 10.4018/978-1-60960-565-0.ch018

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Abstract

Immersive virtual worlds structured for education have the potential to engage students who do not respond well to traditional classroom activities. To test the appeal and usability of virtual environments in the classroom, four ninth grade science classes in a rural Upstate New York school were randomly assigned to learn an introductory genetics unit for three class periods in either an online, multi-user, virtual world computer environment or in a traditional classroom setting using lecture, worksheets, and model building. The groups were then reversed for a second three-day trial. Quizzes were given before, at midpoint, and at the end of the study. Both groups demonstrated significant knowledge gain of the genetics curriculum. This study demonstrates that self-directed learning can occur while exploring virtual world computer environments. The students were enthusiastic about using virtual worlds for education and indicated a strong preference for a variety of teaching methods, which suggests that offering mixed modalities may engage students who are otherwise uninterested in school.

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