A clear goal for implementation is an instructional design challenge that can be solved by a pedagogically-sound instructional unit mediated by technology and targeted toward the teachers who have a direct hand in implementing STEM and inspiring students to stay in the STEM pipeline. The inclusion of art (STEAM) is a key ingredient in bridging the gap between theoretical science and technology and the practical, real-world applications needed for economic success. In addition, technology and art together are key to engaging and retaining students who would normally fall out of the pipeline because of the rigors of science, math, and engineering.
Role-playing, experiential, and collaborative experience that included constructive, demonstration, and skill-building opportunities (Richter, Anderson-Inman, and Frisbee, 2007) were utilized in a simulated world based on Thornburg’s concepts of learning spaces called Campfires in Cyberspace. The objective was to strengthen teacher knowledge and confidence in developing and implementing STEAM curriculum in the classroom through a collaborative, immersive virtual reality environment.
This session will discuss the Campfires in Cyberspace simulation’s instructional design, features, strategies, virtual world tools utilized within the virtual environment Open Simulator.
A recording of this presentation is available.
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