Abstract
This chapter illustrates the conclusions of the previous chapters, synthesizing the best practices and lessons learned from collaborative, interdisciplinary, place-based learning projects, both formal and informal, emphasizing virtual worlds. Cunningham and Lansiquot discuss this pedagogical strategy’s effectiveness in role-playing games, as well as exploring the ways in which a virtual reality can be used to make learning a more immersive experience. Specifically, they discuss how independent games—which are created by designers who, in part, are showcasing the capabilities of the software of choice—can be used to scaffold interdisciplinary virtual place-based learning.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
AdVenture Capitalist [video game]. San Francisco: Hyper Hippo Productions, 2014. Accessed February 13, 2017. http://gamejolt.com/games/adventure-capitalist/27355.
A Midsummer’s Night’s Choice [video game]. Kreg Segall, 2016. Accessed February 13, 2017. https://www.choiceofgames.com/midsummer-nights-choice/#utm_medium=web&utm_source=ourgames.
Chen, Chia-Li D., Ting-Kuang Yeh, and Chun-Yen Chang. “The Effects of Game-Based Learning and Anticipation of a Test on the Learning Outcomes of 10th Grade Geology Students.” Eurasia Journal of Mathematics, Science & Technology Education 12, no. 5 (2016): 1379–1388.
Howling Dogs [video game]. Oakland, CA: Porpentine, 2008. Accessed February 13, 2017. http://aliendovecote.com/uploads/twine/howling%20dogs.html#2m.
Ira Act 1: The Pilgrimage [video game]. Chicago: Ore Creative, 2017. Accessed February 13, 2017. http://iragame.com.
Lansiquot, Reneta D., ed. Interdisciplinary Pedagogy for STEM: A Collaborative Case Study. New York: Palgrave, 2016.
Lansiquot, Reneta D., ed. Technology, Theory, and Practice in Interdisciplinary STEM Programs: Connecting STEM and Non-STEM Approaches. New York: Palgrave, 2016.
Lansiquot, Reneta D. “Real Classrooms in Virtual Worlds: Scaffolding Interdisciplinary Collaborative Writing.” In Smart Innovation, Systems and Technologies: Vol. 17. Intelligent and Adaptive Educational-Learning Systems: Achievements and Trends, edited by Alejandro Peña-Ayala, 269–292. New York: Springer, 2013.
Lansiquot, Reneta D., and Candido Cabo. “Making Connections: Writing Stories and Writing Code.” In Interdisciplinary Pedagogy for STEM: A Collaborative Case Study, edited by Reneta D. Lansiquot, 85–103. New York: Palgrave, 2016.
Lansiquot, Reneta D., Janet Liou-Mark, and Reginald A. Blake. “Learning Geosciences in Virtual Worlds: Engaging Students in Real-World Experiences. In Education and Information Technology Annual 2015: A Selection of AACE Award Papers, edited by Theo J. Bastiaens and Gary H. Marks, 223–240. Chesapeake, VA: AACE, 2015.
Plague Inc. [video game]. Ndemic Creations, 2012. Accessed February 13, 2017. http://www.ndemiccreations.com/en/22-plague-inc.
Sara is Missing [video game]. Gaigna Games, 2016. Accessed February 13, 2017. https://saraismissing.itch.io/sim.
Second Life [software]. Accessed February 1, 2017. http://www.secondlife.com.
Twine [software]. Accessed February 17, 2017. https://twinery.org.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 The Author(s)
About this chapter
Cite this chapter
Cunningham, T.D., Lansiquot, R.D. (2018). Modeling Interdisciplinary Place-Based Learning in Virtual Worlds: Lessons Learned and Suggestions for the Future. In: Lansiquot, R., MacDonald, S. (eds) Interdisciplinary Place-Based Learning in Urban Education. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-66014-1_7
Download citation
DOI: https://doi.org/10.1007/978-3-319-66014-1_7
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-66013-4
Online ISBN: 978-3-319-66014-1
eBook Packages: EducationEducation (R0)