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Situating Interdisciplinary Place-Based Learning as a High-Impact Educational Practice

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Interdisciplinary Perspectives on Virtual Place-Based Learning

Abstract

Our introductory chapter explores how virtual place-based learning can be modeled in the context of urban higher education. It examines how the concept of virtual has been creatively interpreted across a range of disciplines including the sciences, humanities, behavioral sciences, and professional studies, with chapters that explore the many contexts for its application while drawing upon an interdisciplinary perspective. At the same time, the unique nature of this approach as illustrated in subsequent chapters is its application to courses that are already interdisciplinary. In this way, the chapter seeks to connect virtual place-based learning approaches to the concept of interdisciplinarity as an innovative approach to student engagement—an approach that firmly establishes virtual place-based learning as a high-impact educational practice.

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Notes

  1. 1.

    See Tamrah D. Cunningham and Reneta D. Lansiquot, “Modeling Interdisciplinary Place-Based Learning in Virtual Worlds,” in Interdisciplinary Place-Based Learning in Urban Education: Exploring Virtual Worlds, eds. Reneta D. Lansiquot and Sean P. MacDonald (New York: Palgrave, 2018), 133–145.

  2. 2.

    See George D. Kuh, High-Impact Educational Practices: What They Are, Who Has Access to Them, and Why They Matter, Washington, DC: Association of American Colleges & Universities (2008); C. Edward Watson, George D. Kuh, Terrel Rhodes, Tracy Penny Light, and Helen L. Chen, “Editorial: ePortfolios–The Eleventh High Impact Practice,” International Journal of ePortfolio, 6, no. 2 (2016): 65–69.

  3. 3.

    Ahmer Iqbal, Marja Kankaanrantaa, and Pekka Neittaanmäkia, “Engaging Learners Through Virtual Worlds,” Procedia Social and Behavioral Sciences 2, no. 2 (2010): 3198–3205.

  4. 4.

    Iqbal, Kankaanrantaa, and Neittaanmäkia, “Engaging Learners through Virtual Worlds.”

  5. 5.

    Iqbal, Kankaanrantaa, and Neittaanmäkia, “Engaging Learners through Virtual Worlds.”

  6. 6.

    Joerg Zumbach, et al., “Learning Life Sciences: Design and Development of a Virtual Molecular Biology Learning Lab,” Journal of Computers in Mathematics and Science Teaching 25, no. 3 (2006): 281–300.

  7. 7.

    Zumbach, et al., “Learning Life Sciences: Design and Development of a Virtual Molecular Biology Learning Lab,” 289.

  8. 8.

    Christopher Holden and Julie M. Sykes, “Leveraging Mobile Games for Place-based Language Learning,” International Journal of Game-Based Learning 1 no. 2 (2011): 1–18.

  9. 9.

    See Matt Dunleavy, Chris Dede, and Rebecca Mitchell, “Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning,” Journal of Science Education and Technology 18, no. 1 (2009): 7–22; Hsin-Kai Wu, et al., “Current Status, Opportunities and Challenges of Augmented Reality in Education,” Computers and Education 62 (2013): 41–49.

  10. 10.

    See Christopher Holden and Julie M. Sykes, “Leveraging Mobile Games for Place-Based Language Learning;” Annette Lamb and Larry Johnson, “Virtual Expeditions: Google Earth, GIS, and Geovisualization Technologies in Teaching and Learning,” Teacher Librarian 37, no. 3 (2010): 81–85.

  11. 11.

    Hsin-Kai Wu, et al., “Current Status, Opportunities and Challenges of Augmented Reality in Education.”

  12. 12.

    Beau Fly Jones, et al., “Designing Learning and Technology for Educational Reform,” North Central Regional Educational Laboratory (1994): 1–124.

  13. 13.

    Annette Lamb and Larry Johnson, “Virtual Expeditions.”

  14. 14.

    Steven Wharburton, “Second Life in Higher Education: Assessing the Potential for and the Barriers to Deploying Virtual Worlds in Learning and Teaching,” British Journal of Educational Technology 40, no. 3 (2009): 414–426.

  15. 15.

    Wharburton, “Second Life in Higher Education.”

  16. 16.

    Tugba Bulu Saniye, “Place Presence, Social Presence, Co-presence, and Satisfaction in Virtual Worlds,” Computers & Education, 58 (2012): 159.

  17. 17.

    Saniye, “Place Presence, Social Presence, Co-presence, and Satisfaction in Virtual Worlds.”

Bibliography

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    Chapter  Google Scholar 

  • Dunleavy, Matt, Chris Dede, and Rebecca Mitchell. 2009. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology 18 (1): 7–22.

    Article  Google Scholar 

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    Article  Google Scholar 

  • Iqbal, Ahmer, Marja Kankaanrantaa, and Pekka Neittaanmäkia. 2010. Engaging Learners Through Virtual Worlds. Procedia Social and Behavioral Sciences 2 (2): 3198–3205.

    Article  Google Scholar 

  • Jones, Beau Fly, Gilbert Valdez, Jeri Nowakowski, and Claudette Rasmussen. 1994. Designing Learning and Technology for Educational Reform, 1–124. Oak Brook: North Central Regional Educational Laboratory.

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  • Kuh, George D. 2008. High-Impact Educational Practices: What They Are, Who Has Access to Them, and Why They Matter. Washington, DC: Association of American Colleges & Universities.

    Google Scholar 

  • Lamb, Annette, and Larry Johnson. 2010. Virtual Expeditions: Google Earth, GIS, and Geovisualization Technologies in Teaching and Learning. Teacher Librarian 37 (3): 81–85.

    Google Scholar 

  • Saniye, Tugba Bulu. 2012. Place Presence, Social Presence, Co-presence, and Satisfaction in Virtual Worlds. Computers & Education 58: 154–161.

    Article  Google Scholar 

  • Watson, C. Edward, George D. Kuh, Terrel Rhodes, Tracy Penny Light, and Helen L. Chen. 2016. Editorial: ePortfolios–The Eleventh High Impact Practice. International Journal of ePortfolio 6 (2): 65–69.

    Google Scholar 

  • Wharburton, Steven. 2009. Second Life in Higher Education: Assessing the Potential for and the Barriers to Deploying Virtual Worlds in Learning and Teaching. British Journal of Educational Technology 40 (3): 414–426. https://doi.org/10.1111/j.1467-8535.2009.00952.x.

    Article  Google Scholar 

  • Wu, Hsin-Kai, Silvia Wen-Yu Lee, Hsin-Yi Chang, and Jyh-Chong Liang. 2013. Current Status, Opportunities and Challenges of Augmented Reality in Education. Computers and Education 62: 41–49.

    Article  Google Scholar 

  • Zumbach, Joerg, Stefanie Schmitt, Peter Reimann, and Philipp Starkloff. 2006. Learning Life Sciences: Design and Development of a Virtual Molecular Biology Learning Lab. Journal of Computers in Mathematics and Science Teaching 25 (3): 281–300.

    Google Scholar 

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Correspondence to Reneta D. Lansiquot .

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Lansiquot, R.D., MacDonald, S.P. (2019). Situating Interdisciplinary Place-Based Learning as a High-Impact Educational Practice. In: Lansiquot, R., MacDonald, S. (eds) Interdisciplinary Perspectives on Virtual Place-Based Learning. Palgrave Pivot, Cham. https://doi.org/10.1007/978-3-030-32471-1_1

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  • DOI: https://doi.org/10.1007/978-3-030-32471-1_1

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  • Publisher Name: Palgrave Pivot, Cham

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