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Digital kids

Are virtual worlds the future of the classroom?

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Deede and his team have also found that lessons in "River City" can significantly aid learning for kids who aren't usually engaged in the classroom, or who have a history of absenteeism. Low-scoring kids typically do as well in "River City" as high scorers. "Underperforming students come alive by learning in 'River City,'" said Dieterle.

Gallas, who's done some research with "River City," put it like this: "If you're motivated to spend a lot of time doing something, that's where the learning happens. If you look at snowboarders or skateboarders--these may be kids that don't do well in traditional school environments--if they want to learn a trick, they go through a hundred to 200 iterations to do it."

Now the Harvard team is researching whether the local success of "River City" will carry over to a broad number of schools. Funded with $4 million in grants from the National Science Foundation, the program has been implemented in seven states. Last year, it was introduced to about 100 teachers and 10,000 students across the United States, and was found to work well with large school districts such as Miami Dade and Milwaukee. In the next two years, the Harvard team hopes to bring "River City" to other districts, including those in Washington, D.C., and Chicago.

Whyville--the anti MySpace?
Numedeon was founded in 1999 by a biology professor at CalTech, along with two PhD students. The three, including Numedeon president Sun, wanted to revamp the way science was taught in schools, shifting it to inquiry-based education, in which educators construct engaging experiments to teach science through interaction, rather than through books. Whyville launched in 1999.

The community creates activities that simulate questions in science, such as how do ice skaters spin so fast? Whyville's Spin Lab lets kids figure out the answer. NASA's Jet Propulsion Lab has sponsored WASA, a center where kids can become certified space engineers. Inside a virtual lab, zero gravity conditions teach kids to throw projectiles in order to move, in the process teaching them about Newton's Third Law: Every action has a reaction. This summer Whyville will add a spectrograph game that will let kids analyze a specimen like carbon or sodium.

The University of Texas has also sponsored a program in Whyville, called WhyEat, to teach kids about nutrition in an age of rampant child obesity. Kids who play must choose nutritious foods, or they could get ill.

As for red tides, children at the beach can visit Wood's Hole Oceanographic Institute on Whyville--sponsored by the real Oceanographic Institute--to learn about the algae outbreaks and what they can do to fix their warm-weather hangout.

A major side effect of Whyville is a thriving business economy that's created wealthy citizens.

Whyville kids love face decorations and other avatar accessories enough that they can pay a clam fee to create and produce a decoration or accessory of their own to sell to other kids. In order to do that, children must factor in profit margins and learn about advertising and marketing to promote their stores. The wealthiest kids, with millions of clams, have developed a hot-selling item. Kids also trade goods like furniture or art work, which they collected on treasure hunts at the Getty, a virtual museum hosted by the real J. Paul Getty Museum.

"All of that really taught us and enforced the idea that when you allow the process to be driven by the user, they always come back and surprise you," said Sun. "They learn about life. And sometimes they learn about themselves."

Kid safety in the age of MySpace phobias
The economy has also taught kids a harder lesson in life: how to protect themselves against scams. For example, rogue citizens have been known to pose as "city workers"--staff members of Numedeon who wear special hats in Whyville--to send e-mail to other kids and try to get their passwords. When they get them, they steal the user's virtual possessions.

Whyville citizenship isn't easy to come by, creating a challenge for predators. To gain the privilege to chat with other members, send "internal city e-mail" or post messages on bulletin boards, kids must have their parents send a fax that verifies the child's application to join Whyville and approves those activities. Without such permission, kids may play games or join educational activities, but they can't talk to others.

What's more, the community requires new members to get their "chat license," which involves taking a multiple-choice quiz that tests their knowledge on how to act with strangers, what information to give out to other members (no personal information), and other such things. And kids must log in on three different days before they can chat.

Artificial-intelligence technology also filters out bad words or suggestive words, like "pants," and asks chatters to rephrase their sentence. If the person persists, he or she can lose chat privileges.

As for "River City," its creators say it's 100 percent safe, given that it's distributed only to K-12 schools, password-protected and overseen by teachers. Students' digital characters can only communicate with members of their team via chat or e-mail. Teachers also often sift through chat logs to ensure that no child is harassing others.

Disease detectives
Gallas used Whyville for a classroom of sixth graders at University Elementary School, inside the University of California at Los Angeles' School of Education and Information Science. The students used butcher paper in class to chart how the infection spread from child to child with information on Post-It notes about symptoms, who talked to whom, where and when they got the infection and how long symptoms lasted.

The kids wrote papers on the subject and became philanthropic, donating money and land for universities and hospitals.

"They started coming up with theories, like because the beach was so densely crowded, that's where they might have caught it," or that the virus has a seven day lifecycle, she said.

"None of this information was given to them. They were the disease detectives. And I would lead the discussion."

Send insights or tips on this topic to stefanie.olsen@cnet.com.

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A Wonderful Idea
by bluemist9999 June 12, 2006 5:58 AM PDT
I think it's great. It's far more intriguing to learn about, say, ancient Roman history, by being dropped via a virtual time machine into ancient Rome, filled with political intrigue and authentic historical details.

As long as it's well-crafted by knowledgeable experts, I think it's a compelling way to learn. And it can encourage complex problem solving skills, which is essential in this world.
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Virtual Worlds
by veglandia June 12, 2006 10:49 AM PDT
Today's students are ready for an entirely new way of learning -
how long before their teachers are ready for a new world of
teaching?
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It' the coming revolution in education
by jbonnell June 19, 2006 7:44 PM PDT
This is the evolution of education, if not revolution. Virtual Worlds will never supplant teachers in the classrooms, but they can offer something that even the most engaging teachers can not: interactivity.

As mentioned, dropping into a virtual representation of ancient Rome, complete with politics, economics, etc, will do more to educate. Today's students are weened on computer and video games. Engage them how they want to be engaged and they do learn.

How many of today's youth repetatively try everything on a video game until they master every little detail and know exactly the fastest way to achieve their goal? Apply the same interest in video games with something they can learn and you've gone lightyears ahead. Who says we're falling behind in math and science, its time for a leapfrog.

MyndSparc, founded in 2006, is pioneering the inevitable cross-over in media where the end user is both the consumer and the creator. The focus is on games of both a fun and serious nature. MyndSparc caters to the serious gamer, the casual online social player, and the educational space with a special focus on informal learning. We have strategic relationships with universities and educational non-profits to help further these ends.

The project will allow end users to create, experience, and rank/review content within the framework that is MyndSparc. Think of it as a series of micro-virtual worlds within a virtual world or microverses within the multiverse.

The company's growth strategy is focused on providing tools and an environment for creating user defined content in both the education and entertainment communities. A single set of applications will provide informal educators with cutting edge resources to engage learners in a social, self-defined learning experience while at the same time engaging multiplayer online gaming enthusiasts in the next generation of online gaming through an environment of user defined adventures.

http://www.myndsparc.com
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3DLearn Has Been Teaching this way for 6 Years
by wilo2 June 20, 2006 3:48 PM PDT
I agree completely! 3DLearn has already keyed in to the whole concept of using 3D virtual worlds to enhance learning. We have an entire 3D campus for students where they attend classes and take accredited courses. They have a full time school..it's just all in 3D. The best part is that they get to create their own 3D virtual worlds as part of the learning process. It's great to see that this idea is beginning to gain acceptance now. http://www.3dlearn.com
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Well-written article
by ljcima June 22, 2006 10:26 AM PDT
This was a very informative and well-written article. The Cornell University Theory Center has a very interesting virtual worlds program that includes an online museum and online science fair exhibits at www.scicentr.org. They have achieved great success with under-served and minority students.
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Virtual Worlds: Not necessarily Bad
by dsherr1 July 1, 2006 10:47 AM PDT
My grown children, now 37 and 33, did Dungeons & Dragons with their friends as adolescents and teenagers. Growing up in a computer rich household, as young adults, they moved to PC games and Internet MUD's (Multi-User Domains, "old" Internet virtual worlds). These virtual games were built and maintained by the participants making them a communities of interest as well as learning environments. My daughter, in fact, met, married (8th year) and now has two beautiful children as a result of playing such a game domiciled on servers in Holland. At the time, post Masters degree in Conservation Biology, she lived and worked at the National Zoo in Washington. When she told me she was meeting this young Dutchman in his home town of Haarlem, I asked how she knew he wasn't an ax murderer. She said. "Awww, Daaad! You JUST need to know what questions to ask." Indeed, this is what we JUST need to teach our children as they live and play in the real and virtual worlds: Ask the right questions.
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Harrington Project
by virtualityed October 31, 2007 10:05 AM PDT
I conduct a virtual role playing game for high school seniors, for
the purpose of exploring career and college possibilities. It is a
combination of a popular board game and a popular simulated role
playing game. It has changed lives.
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by zerojosh October 5, 2009 3:53 PM PDT
I've used [url=http://www.3dlearn.com] 3dlearn[/url], great service!
Reply to this comment
by zerojosh October 5, 2009 3:56 PM PDT
[url]http://www.3dlearn.com[/url] how does this work?
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