The virtual Academy
Copyright
- J.Michaël Moshell
- Charles E.Hugues
- University of Central Florida
Projet : ExploreNet
URL : http://borgwood.cs.vcf.edu/ExploreNet
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Description
plans for educational project in cyberspace where students help one another
in a role playing game
Complément d'information
Bibliographie
:
"The Virtual Academy: Networked Simulation and the Future of Education",1994
Imagina proceedings pp200-217
Résumé
:
The goal: how do we transform an educational system that was designed in
the nineteenth century for an agricultural society, so as to prepare citizens
for the cybernetic twenty-first century ?
The tools: networked real-time graphical simulations of many kinds, including
Virtual Environments (VE). A virtual environment is a simulation which immerses
the participant - that is, it monopolizes the user's senses.
The problems: there are difficulties at every level. We sometimes divide virtual
environment technology into three layers:
- World building - the artistic enterprise of translating a body of subject
matter into a model capable of being simulated in an interactive fashion.
- Tool building - the creation of software tools for computer-aided design
(CAD), interactive specification of constraints and properties, and the
integration of components into a coherent simulation.
- System building - the design and construction of hardware and software
which solves the basic problems of computation, communication and the
transformation of information. Products and results at this level tend to
be of much broader applicability than just simulation.
In order to get to the point where we can seriously address educational
issues, we must create a critical mass - a group of people with the skills,
tools and time to address problems at all three levels. These people must
constantly exchange ideas, request and receive support from one another,
and serve as each other's "customers".
This paper describes how the United State Army and the University of Central
Florida have collaborated to create that critical mass at the Institute for
Simulation and Training (IST). Beginning with lessons learned from the SIMNET
program, IST has led the simulation industry in defining the Distributed
Interactive Simulation communications protocol.
IST's Visual Systems Laboratory (VSL) has built up a strong capacity in the
creation of real-time simulations and visual databases.
Simultaneously, the academic side of the University has developed courses in
computer animation, graphics and simulation, and created a broad collaboration
with the Orange County Public School system.
We now have in place a testbed incorporating elementary, middle, high school
and university classrooms, as well as specialized academy for exceptional
education. All are equipped with state of the art computing equipment,
and are being used to support experiments in
simulation-based learning. A central principe of the entire project is
that students should use technology to teach older students. The next step
is to extend this model across multiple universities and communities.
To achieve this goal, the Virtual Academy will link four
to six universities together with several public schools in a shared
virtual environment. University students and faculty will design educational
materials which are then provided via telecommunications
to the schools. Older school students will collaborate in lesson construction
(e.g. by providing CAD designs, conducting experiments, etc...) and deliver
the lessons to younger students.
This paper describes the concrete details of the Virtual Academy and its
antecedents. Videotapes and explanations will be presented of:
- Distributed Interactive Simulation from the military perspective. from
SIMNET through the Battle of 73 Easting.
- The Dynamic Terrain Project and the creation of Virtual Environment Tools.
- The Army Research Institute Virtual Environment Training Testbed project.
- The Toy Scouts, a student organization which builds virtual worlds and
teaches younger students.
- ExploreNet a low-technology role playing game that serves as a PC-based precursor
to fully immersive virtual environments.
In the years between 1994 and 2000, the Virtual Academy will serve as a
laboratory in which ideas about collaborative learning, peer teaching,
and distributed simulation wiII be developed and tested.
The necessary skills for our future citizens - mastery of electronic information,
problem solving and teamwork - will be developed as the students themselves
assist our research team in inventing the educational system of the future.
Commentaires supplementaires
:
information from a fax sent by Michaël Moshell
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