Abstract
ChronoLeap: The Great World’s Fair Adventure utilizes the educational potential of immersive 3D virtual venues for children and early adolescents between 9 and 13. Virtual reality environments transport the mind beyond the 2D bounds of text or photographs; they engage the imagination and can be a powerful tool for conveying educational content [1]. ChronoLeap leverages these innate qualities and weaves together the individual threads of single disciplines into a multi-disciplinary tapestry of web-based exploration through the 1964/65 New York World’s Fair. Through their myriad of pavilions and exhibits, World Fairs offer links to science, technology, engineering, mathematics, art and humanities topics. ChronoLeap provides an immersive 3D environment with highly accurate and detailed models, and merges it with games and themes designed to provide users an educational STEAM environment. The project is a collaborative effort between the University of Central Florida, Queens Museum of Art and New York Hall of Science.
Chapter PDF
Similar content being viewed by others
Keywords
References
Fernie, K., Richard, J. (eds.): Creating and Using Virtual Reality: a Guide for the Arts and Humanities. Oxbow Books, Oxford (2003)
Fitzgerald, F.S.: The Great Gatsby. Charles Scribner’s Sons, New York (1925)
Kitalong, K.S. (2012). Annual Report of Project Evaluator: June 1, 2011 – May 31, 2012 Interconnections Revisiting the Future. Technical Report. Date Submitted: (June 14, 2012)
Fantauzzacoffin, J., Rogers, J.D., Bolter, J.D.: From STEAM Research to Education: An integrated Art and Engineering Course at Georgia Tech. In: Proceedings of 2nd IEEE Integrated STEM Education Conference, ISEC 2012, Trenton NJ, pp. 1–4 (2012)
Shapiro, D.: Reaching Students Through STEM and the Arts. National Science Teachers Association (2010), http://www.nsta.org/publications/news/story.aspx?id=56924
Crayton, J.: STEAM Art Education Movement: a Creative Approach to Eduction in Innovation for the 21st Century (2011), janedapain.net/files/STEM_Art_Education_Movement_crayton.pdf
Platz, J.: STEM to STEAM: How do you turn STEM into STEAM? Add the Arts (2007), http://www.oaae.net/index.php?option=com_content&view=article&id=58&Itemid=114
Aldrich, C.: Learning Online with Games, Simulations and Virtual Worlds: Strategies for Online Instruction. Jossey-Bass, San Francisco (2009)
Dede, C.: Immersive Interfaces for Engagement and Learning. Science 323, 66–69 (2009)
Kapp, K.M., O’Driscoll, T.: Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration. Pfeiffer, San Francisco (2010)
Johnson, L., Levine, A., Smith, R.: The, Horizon Report. Austin, Texas: New Media Consortium (2009)
Sorathia, K., Servidio, R.: Learning and Experience: Teaching Tangible Interaction & Edutaiment Procedia, pp. 265–274. Social and Behavioral Sciences (2012)
Özkal, K., Tekkaya, C., Çakıroğlu, J., Sungur, S.: A Conceptual Model of Relationships among Constructivist Learning Environment Perceptions, Epistemological Beliefs, and Learning Approaches. Learning and Individual Differences 19, 71–79 (2009)
de Freitas, S.: Learning in Immersive Worlds: A Review of Game-based Learning (2006) Bristol: JISC, http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf
Sebald, D.: The CAMP: Teaching and Learning Music Technology Through Virtual Environments. In: Resta, P. (ed.) Proceedings of Society for Information Technology & Teacher Education International Conference 2012, vol. 2012, pp. 893–895. AACE, Chesapeake (2012)
Gertrudix, F., Gertrudix, M.: Music in Virtual Worlds. Study on the Representation Spaces.Comunicar, vol. XIX, pp. 175–181 (2012), http://eprints.rclis.org/16742/1/en175-181.pdf
Dunleavy, M., Dede, C., Mitchelle, R.: Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. Journal of Science Education and Technology 18(1), 7–22 (2009)
Patel, N., Hughes, D.: Studying Listener Comprehension of Sonifications through Visual Replication. In: Proceedings of the Interservice/Industry Training, Simulation & Education Conference (I/ITSEC), Orlando, FL (2011)
Fassbender, R., Richards, D., Bilgin, A., Thompson, W., Heiden, W.: VirSchool: The Effect of Background Music and Immersive Display Systems on Memory for Facts Learned in an Educational Virtual Environment. Computers & Education 58(1), 490–500 (2012)
Kitalong, K.S.: Sea Hunt Evaluation Report: June 2011 – Interconnections Revisiting the Future. Technical Report. Date Submitted: (July 19, 2011)
Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., Jin, M.: The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context. The Journal of the Learning Sciences 17, 102–141 (2008)
Dalgarno, B., Lee, M.J.W.: What are the Learning Affordances of 3-D Virtual Environments? British Journal of Educational Technology 41(1), 10–32 (2010)
de Freitas, S., Neumann, T.: Exploratory Learning for Supporting Immersive Learning in Virtual Environments. Computers and Education 52(2), 343–352 (2009)
Ross, J., Tomlinson, B.: How Games can Redirect Humanity’s Cognitive Surplus for Social Good. ACM Computers in Entertainment 8(4), Article 25, 4 pages (2010)
Bers, M.U.: Identity construction environments: Developing personal and moral values through the design of a virtual city. The Journal of the Learning Sciences 10(4), 365–415 (2001)
Squire, K.: From content to context: Videogames as designed experiences. Educational Researcher 35(8), 19–29 (2006)
Lindgren, R.: Generating a Learning Stance through Perspective-Taking in a Virtual Environment. Computers in Human Behavior 28(4), 1130–1139 (2012)
Webb, A.: Teaching Literature in Virtual Worlds. Immersive Learning in English Studies. Routledge, Taylor & Francis Group, Florence (2011)
Hanrahan, S., de Pietro, P., Brown, L.H., Haw, A., Malins, J., Milojevic, M., et al.: Interface: Virtual environments in art, design and education. Arts and Humanities in Higher Education 8(1), 99–128 (2009)
Prasolova-Forland, E., Ørjan Hov, O.: Eidsvoll 1814: Creating Educational Historical Reconstructions in 3D Collaborative Virtual Environments. International Journal of Web Portals 3(4), 1–14 (2011)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Walters, L.C., Hughes, D.E., Gértrudix Barrio, M., Hughes, C.E. (2013). ChronoLeap: The Great World’s Fair Adventure. In: Shumaker, R. (eds) Virtual, Augmented and Mixed Reality. Systems and Applications. VAMR 2013. Lecture Notes in Computer Science, vol 8022. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39420-1_45
Download citation
DOI: https://doi.org/10.1007/978-3-642-39420-1_45
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-39419-5
Online ISBN: 978-3-642-39420-1
eBook Packages: Computer ScienceComputer Science (R0)