GeoWorlds

GeoWorlds
GeoWorlds
GeoWorlds
GeoWorlds

Virtual World Teaches Real Science

GeoWorlds is an innovative new learning tool that teaches urban students about Earth Sciences by immersing them in a virtual world resembling the Cambrian, Permian, Cretaceous, or Eocene age.

This collaborative learning environment, built in the online world of Second Life and funded by the Kauffman Foundation, gives students an opportunity to learn geosciences content and enhance their problem-solving skills.

In traditional classroom instruction, students see information from one source—the teacher—presented in a manner that can be as linear and as invariant as the ordering of chapters in a textbook. In contrast, GeoWorlds is highly participatory and non-linear, using the teacher as a guide and the terrain as the content.

For example, within each time period of geologic history, students may wander around and freely explore the plant, animal, and geographic features of the time. Students may participate in scavenger hunts for note cards that provide needed information about the world around them. They may chat with each other and the teacher to share perspectives as new challenges arise, and form teams in pursuit of academic goals set within the world.

Students can literally design and create creatures to populate the virtual world—under the constraint that those creatures be accurate representations of life forms that did actually exist at the time. Virtual field trip activities are particularly easy in virtual worlds: students can count, first-hand, the local population densities of life forms around them in GeoWorlds, and arrive at results that are scientifically accurate, thanks to the accuracy of the underlying simulation. But, students also can conduct experiments not even possible in the real world, for example, changing the oxygen or carbon dioxide content of the atmosphere in the Permian era and watching its effect on the population density of differing life forms. Beyond the textbook, beyond the classroom, virtual worlds are a learning environment rich with opportunities for exploration, engagement, inquiry, and creativity.

All content is based on national and state educational standards. Teachers and facilitators are available as guides in the learning environment and have been trained in the problem-based learning approach.

Preliminary research has shown that virtual environments can enhance the skills of students as well as engage their interest. The GeoWorlds project takes advantage of the natural interest of teens in virtual environments to help increase their knowledge and understanding of the real world they live in.

The first edition, TerraWorld, is available now. The next edition, WaterWorld, will be available soon.

Learn more at http://www.geoworlds.org/