EXP: Social Science Education through Virtual Reality Simulation of an Archaeological Research Site
EXP:通过考古研究现场的虚拟现实模拟进行社会科学教育
基本信息
- 批准号:1736235
- 负责人:
- 金额:$ 52.6万
- 依托单位:
- 依托单位国家:美国
- 项目类别:Standard Grant
- 财政年份:2017
- 资助国家:美国
- 起止时间:2017-10-01 至 2020-09-30
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This project will develop an immersive, interactive, room-scale virtual reality (VR) archaeological site that will achieve two overarching classroom objectives: (1) teach the physical methods of archaeological excavation by providing the setting and tools for a student to actively engage in field work; and (2) teach archaeological concepts using a scientific approach to problem solving by couching them within a scientist's context. While the specific problem domain is archaeology, this research will provide learning methodology and technology that is widely applicable to other disciplines and subject areas, resulting in the widespread development of VR curricula that promote scientific thinking and problem-solving skills. Archaeology has an inherent physical component and deals largely with three-dimensional objects, making it challenging to present in a traditional classroom or on traditional computer screens, tablets, or smartphones. Having excavation experience is critical, but field opportunities are available to few students for financial and logistical reasons. These challenges are well met by the unique capabilities of virtual reality (VR), computer technology that creates a simulated three-dimensional world, thereby transforming data analysis into a sensory and cognitive experience. The technological results of the research will provide a learning experience that can engage underserved populations who are interested in archaeology and who have previously been unable to participate in similar activities. This research will provide empirical foundations for immersive, VR-based learning, an approach that is well-suited to various educational settings and scientific subjects, identifying specific features that are associated with student motivation and positive learning outcomes. Using evaluations and iterative refinement of the virtual environment and activities, this research aims to (1) optimize the interaction of the learner with the VR technology; and (2) evaluate learning outcomes to gauge the effectiveness of VR learning within this specific test case. This exploratory project will leverage the ongoing revolution in consumer electronics as a low-cost platform for social science education, beginning with a prototype for a virtual archaeological excavation, that will be broadly applicable across disciplines and subject areas. At the same time, research will assess the efficacy of this technology and its integration into a larger archaeology curriculum. Given the widespread interest in archaeology and cultural heritage, the results of this research are adaptable and applicable to learners of all ages in formal and informal educational settings like museums, science centers, and cultural heritage sites.
该项目将开发一个沉浸式,交互式,房间规模的虚拟现实(VR)考古现场,将实现两个总体课堂目标:(1)通过为学生提供积极参与实地工作的设置和工具来教授考古挖掘的物理方法;(2)通过在科学家的背景下表达他们,使用科学方法解决问题来教授考古概念。虽然具体的问题领域是考古学,但这项研究将提供广泛适用于其他学科和学科领域的学习方法和技术,从而促进VR课程的广泛发展,促进科学思维和解决问题的能力。考古学有一个固有的物理组成部分,主要涉及三维物体,这使得它具有挑战性,在传统的教室或传统的计算机屏幕,平板电脑或智能手机上呈现。有挖掘经验是至关重要的,但现场机会提供给少数学生的财务和后勤原因。虚拟现实(VR)的独特功能很好地应对了这些挑战,虚拟现实是一种计算机技术,可以创建一个模拟的三维世界,从而将数据分析转化为感官和认知体验。 研究的技术成果将提供一种学习经验,可以吸引对考古学感兴趣和以前无法参加类似活动的得不到充分服务的人群。这项研究将为沉浸式,基于VR的学习提供经验基础,这种方法非常适合各种教育环境和科学科目,确定与学生动机和积极学习成果相关的具体特征。通过对虚拟环境和活动的评估和迭代优化,本研究旨在(1)优化学习者与VR技术的互动;(2)评估学习成果,以衡量VR学习在此特定测试案例中的有效性。这个探索性项目将利用消费电子领域正在进行的革命,作为社会科学教育的低成本平台,首先是虚拟考古发掘的原型,将广泛适用于各个学科和学科领域。 与此同时,研究将评估这项技术的有效性及其融入更大的考古课程。鉴于考古学和文化遗产的广泛兴趣,这项研究的结果是适应性和适用于所有年龄段的学习者在正式和非正式的教育环境,如博物馆,科学中心和文化遗产地。
项目成果
期刊论文数量(4)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
A Formative Evaluation on a Virtual Reality Game-Based Learning System for Teaching Introductory Archaeology
针对考古学入门教学的基于虚拟现实游戏的学习系统的形成性评估
- DOI:
- 发表时间:2018
- 期刊:
- 影响因子:0
- 作者:Shackelford, Laura;Huang, Wenhao David;Craig, Alan;Merrill, Cameron;Chen, Danyin;Arjona, Jamie
- 通讯作者:Arjona, Jamie
Digitally-empowered learning: Teaching archaeology through virtual reality and game-based learning
数字化学习:通过虚拟现实和基于游戏的学习教授考古学
- DOI:
- 发表时间:2018
- 期刊:
- 影响因子:0
- 作者:Shackelford, L;Huang, WD;Craig, A;LaValle, S;Merrill, C;Zeng, Y
- 通讯作者:Zeng, Y
Relationships between Cognitive Loads and Motivational Support in a Virtual Reality Game-Based Learning System for Teaching Introductory Archaeology
用于考古学入门教学的虚拟现实游戏学习系统中认知负荷与动机支持之间的关系
- DOI:
- 发表时间:2019
- 期刊:
- 影响因子:0
- 作者:Shackelford, Laura;Huang, Wenhao David;Craig, Alan;Merrill, Cameron;Chen, Danying;Chao, Xuehui;Arjona, Jamie
- 通讯作者:Arjona, Jamie
Relationships between motivational support and game features in a game-based virtual reality learning environment for teaching introductory archaeology
用于考古学入门教学的基于游戏的虚拟现实学习环境中动机支持与游戏功能之间的关系
- DOI:10.1080/09523987.2019.1669946
- 发表时间:2019
- 期刊:
- 影响因子:1.8
- 作者:Shackelford, Laura;David Huang, Wenhao;Craig, Alan;Merrill, Cameron;Chen, Danying
- 通讯作者:Chen, Danying
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Laura Shackelford其他文献
Use of Virtual Reality to Educate Undergraduate Medical Students on Cardiac Peripheral and Collateral Circulation
- DOI:
10.1007/s40670-020-01104-x - 发表时间:
2020-10-27 - 期刊:
- 影响因子:1.800
- 作者:
Roberto Galvez;Robert C. Wallon;Laura Shackelford;Jennifer R. Amos;Judith L. Rowen - 通讯作者:
Judith L. Rowen
Gathering Stories: Creating Spaces for Young Women to Connect and Build Community through Multimodal Storytelling
收集故事:通过多模式讲故事为年轻女性创造联系和建立社区的空间
- DOI:
- 发表时间:
2023 - 期刊:
- 影响因子:0
- 作者:
Laura Shackelford;Ammina Kothari;Karen Vanmeenen - 通讯作者:
Karen Vanmeenen
Laura Shackelford的其他文献
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{{ truncateString('Laura Shackelford', 18)}}的其他基金
Increasing Accessibility to Field-based Sciences for College Students Using Wheelchairs
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2021460 - 财政年份:2020
- 资助金额:
$ 52.6万 - 项目类别:
Standard Grant
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