How Immersion in Virtual Worlds Helps Students in the Real World

Event Date
to
Event Description

Abstract: Many people of different ages now participate in immersive virtual environments, from Club Penguin and Webkins through World of Warcraft, America's Army, and Second Life. The 2010 National Educational Technology Plan identifies immersive media as among the most powerful emerging technologies for learning. This session describes our research in designing and studying immersive virtual worlds as curriculum (digital ecosystems) and summative assessments (science inquiry).

Bio: Professor Dede’s fields of scholarship include emerging technologies, policy, and leadership. His funded research includes four grants from NSF and the US Department of Education Institute of Education Sciences to explore immersive simulations and transformed social interactions as means of student engagement, learning, and assessment.

Sponsoring Organization