Download Electric Worlds in the Classroom: Teaching And Learning With by Richard T. Beckwith, Harold Chaput, Brian M. Slator PDF

By Richard T. Beckwith, Harold Chaput, Brian M. Slator

I like to recommend this publication for researchers within the fields of Immersive digital Environments (IVE) and "serious games". Of specific observe is the bankruptcy on "The digital Cell".
-- David Wallace Croft, software program Developer, Whoola our on-line world

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Additional resources for Electric Worlds in the Classroom: Teaching And Learning With Role-based Computer Games (Technology, Education--Connections (Tec) Series)

Example text

The cell, though, is a complex, multidimensional environment where time and space are critical factors that determine when and where cellular events occur. It is very difficult to capture this multidimensionality in the 2D space of the printed page, chalkboard, or web page. The NDSU VCell is a virtual, multi-user space where students fly around a 3D world and practice being cell biologists in a role-based, goal-oriented environment (White, McClean, & Slator, 1999). Working individually, or with others, students learn fundamental concepts of cell biology and strategies for diagnostic problem solving.

The Virtual Cell Client Region (upper right) contains a fully interactive 3D world— note the presence of a “submarine,” indicating another player is in the cell. Depending on the module and level, students will find themselves in either the laboratory, the cell, or the interior of an organelle. The upper left is the Reference Region, which provides structure and function information about the components seen in the Virtual Cell Client Region. Information is returned to the user from the server and database when a drop-down menu is activated.

Those challenges are (1) avoiding overcrowding within the scenes, (2) collision detection, and (3) implementing virtual tools and instruments to support student experimentation, managing virtual tutors and guides, managing a system of goals and experimental results, and implementing a game-like scoring system. The strategy to avoid overcrowding involves a scheme whereby copies of the Virtual Cell are created on demand, to accommodate peak load. For example, the regimen currently calls for two students to occupy each cell.

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