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Drawn into Science Through Authentic Virtual Practice

Published: 27 June 2017 Publication History

Abstract

Under what conditions do students engaged with a virtual world come away with enhanced appreciation for science, wonderment about the world, and nascent understanding of science practice? Other researchers have shown that virtual worlds and games can foster such development and highlight design characteristics that elicit engagement, motivation, and learning. Our study examines what contributes to the changed interests and dispositions of learners as they engage with such worlds. Such understanding, analyzed over a diverse array of students learning in a variety of virtual worlds, is a prerequisite for developing design guidelines for drawing in students no matter the resources, interests, and attitudes they bring and help them learn and develop.

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Cited By

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  • (2023)Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science GameImmersive Learning Research Network10.1007/978-3-031-47328-9_25(330-342)Online publication date: 31-Oct-2023
  • (2021)Introducing a Practice Toolkit for Understanding and Shaping Children's Digitalized Everyday LifeProceedings of the 33rd Australian Conference on Human-Computer Interaction10.1145/3520495.3520507(62-74)Online publication date: 30-Nov-2021
  • (2021)Can Digital Games Teach Scientific Inquiry?Proceedings of the ACM on Human-Computer Interaction10.1145/34747135:CHI PLAY(1-21)Online publication date: 6-Oct-2021
  • Show More Cited By

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Published In

cover image ACM Conferences
IDC '17: Proceedings of the 2017 Conference on Interaction Design and Children
June 2017
808 pages
ISBN:9781450349215
DOI:10.1145/3078072
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 June 2017

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Author Tags

  1. development
  2. engagement
  3. games for learning
  4. interest
  5. learning
  6. motivation
  7. science education
  8. virtual worlds

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  • Research-article

Funding Sources

  • The National Science Foundation

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IDC '17
Sponsor:
IDC '17: Interaction Design and Children
June 27 - 30, 2017
California, Stanford, USA

Acceptance Rates

IDC '17 Paper Acceptance Rate 25 of 118 submissions, 21%;
Overall Acceptance Rate 172 of 578 submissions, 30%

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Cited By

View all
  • (2023)Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science GameImmersive Learning Research Network10.1007/978-3-031-47328-9_25(330-342)Online publication date: 31-Oct-2023
  • (2021)Introducing a Practice Toolkit for Understanding and Shaping Children's Digitalized Everyday LifeProceedings of the 33rd Australian Conference on Human-Computer Interaction10.1145/3520495.3520507(62-74)Online publication date: 30-Nov-2021
  • (2021)Can Digital Games Teach Scientific Inquiry?Proceedings of the ACM on Human-Computer Interaction10.1145/34747135:CHI PLAY(1-21)Online publication date: 6-Oct-2021
  • (2021)Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual RealityProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460703(69-79)Online publication date: 24-Jun-2021
  • (2021)Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00056(271-277)Online publication date: Mar-2021
  • (2020)A Virtual Space for All: Exploring Children's Experience in Social Virtual RealityProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414268(472-483)Online publication date: 2-Nov-2020
  • (2020)Assessing Science Identity Exploration in Immersive Virtual Environments: A Mixed Methods ApproachThe Journal of Experimental Education10.1080/00220973.2020.171231389:3(468-489)Online publication date: 25-Jan-2020
  • (2019)Beyond Motivation and MemorizationExtended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts10.1145/3341215.3356309(323-331)Online publication date: 17-Oct-2019
  • (2019)Designing for ImpactProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323338(274-279)Online publication date: 12-Jun-2019

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