How Immersion in Virtual Worlds Helps Students in the Real World

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Abstract: Many people of different ages now participate in immersive virtual environments, from Club Penguin and Webkins through World of Warcraft, America's Army, and Second Life. The 2010 National Educational Technology Plan identifies immersive media as among the most powerful emerging technologies for learning. This session describes our research in designing and studying immersive virtual worlds as curriculum (digital ecosystems) and summative assessments (science inquiry).

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15th Annual Edufest

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For more information about this event, visit http://www.edufest.org/

Look for this DR K-12 grantee who is presenting:

  • Session Title: Mentoring Young Mathematicians: Teaching Math to Talented Primary Students (Gr. K-2) (07/25/2011)
    Presenters: M. Katherine Gavin (project: Project M2: Maturing Mathematicians -- Advanced Curriculum for Primary Level Students)        
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