Article 2013

A One-year Case Study: Understanding the Rich Potential of Project-based Learning in a Virtual Reality Class for High School Students

Journal of Science Education and Technology
Journal · Vol. 22 · Issue 5 · pp. 791-806
Abstract

This paper presents a qualitative case analysis of a new and unique, high school, student-directed, project-based learning (PBL), virtual reality (VR) class. In order to create projects, students learned, on an independent basis, how to program an industrial-level VR machine. A constraint was that students were required to produce at least one educational application of VR. This study incorporated in-depth classroom observations, interviews with students, analyses of student projects, and surveys of parents and teachers to examine the social and learning processes in the class, and the nature of content learning represented in student projects. The results demonstrated that PBL can be effective even with minimal teacher guidance. The findings substantiate an educational approach rich with promise, for at least some students, that deserves considerable additional study to maximize its powerful potentials for independent and peer-mentored learning. © 2012 Springer Science+Business Media New York.

Keywords

Author Keywords

project-based Learning (PBL) Virtual Reality (VR) High school science Social dynamics

Index Keywords

Author Affiliations
Academic and Youth Programs, Museum of Science and Industry, Tampa, FL, United States
School of Education, Iowa State University, Ames, IA, United States
Funding & Acknowledgements
No funding information
References 10 References
1 Annual Meeting of the American Educational Research Association, (1999)
2 Barab, Sasha Alexander, Virtual solar system project: Building understanding through model building, Journal of Research in Science Teaching, 37, 7, pp. 719-756, (2000)
3 Barab, Sasha Alexander, Using activity theory to understand the systemic tensions characterizing a technology-rich introductory astronomy course, Mind, Culture, and Activity, 9, 2, pp. 76-107, (2002)
4 Barab, Sasha Alexander, Making learning fun: Quest Atlantis, a game without guns, Educational Technology Research and Development, 53, 1, pp. 86-107, (2005)
5 Barab, Sasha Alexander, Narratizing disciplines and disciplinizing narratives: Games as 21 st century curriculum, International Journal of Gaming and Computer-Mediated Simulations, 2, 1, pp. 17-30, (2010)
6 Barab, Sasha Alexander, Transformational play: Using games to position person, content, and context, Educational Researcher, 39, 7, pp. 525-536, (2010)
7 Journal of Computers in Mathematics and Science Teaching, (2005)
8 Kamel Boulos, Maged N., Second Life: An overview of the potential of 3-D virtual worlds in medical and health education, Health Information and Libraries Journal, 24, 4, pp. 233-245, (2007)
9 How People Learn Brain Mind Experience and School, (2000)
10 Social Life of Information, (2000)
Quick Actions
Full Text via DOI
Citation Metrics
37
Times Cited (Scopus)

References 10
Document Identifiers