1999
DOI: 10.1109/38.799741
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The Round Earth Project-collaborative VR for conceptual learning

Abstract: T he concept of a round Earth isn't a simple one for children to acquire. Their everyday experience reinforces their deeply held notion that the Earth is flat. Told by adults that the Earth is round, they often react by constructing a mental model of the Earth as a pancake, or a terrarium-like structure with people living on the flat dirt layer inside, or even a dual model with a spherical Earth and a flat Earth coexisting simultaneously. In effect, children attempt to accommodate the new knowledge within the … Show more

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Cited by 56 publications
(32 citation statements)
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“…The Electronic Visualisation Laboratory developed NICE, an immersive multi-user learning environment, in which pupils can create their own virtual garden and control weather conditions and time, for exploring complex ecological interrelationships (Roussou & Gillingham, 1998). The same research lab created a VRE called "Round Earth Project" to transform younger children's mental model of the shape of the Earth (Johnson et al, 1999). The Human Interface Technology Lab designed "Virtual Puget Sound" to simulate the processes of the ocean such as tides, currents and salinity (Winn, 2002).…”
Section: Vres In Primary School Educationmentioning
confidence: 99%
See 1 more Smart Citation
“…The Electronic Visualisation Laboratory developed NICE, an immersive multi-user learning environment, in which pupils can create their own virtual garden and control weather conditions and time, for exploring complex ecological interrelationships (Roussou & Gillingham, 1998). The same research lab created a VRE called "Round Earth Project" to transform younger children's mental model of the shape of the Earth (Johnson et al, 1999). The Human Interface Technology Lab designed "Virtual Puget Sound" to simulate the processes of the ocean such as tides, currents and salinity (Winn, 2002).…”
Section: Vres In Primary School Educationmentioning
confidence: 99%
“…Although more sophisticated input devices were available, we chose the joystick because many children are already familiar with the concept from previous gaming experience. Often, interface usability and technical issues can be significant obstacles for learning to occur and getting familiar with a new interface can take longer than expected (Johnson et al, 1999). Even though the environment supports multi-user experience and collaboration, the navigation can be controlled by only one user at a time; the other pupils gather around the person controlling the simulation.…”
Section: The Technologymentioning
confidence: 99%
“…VR has had the greatest universal impact on society in the merging of play and computing (Johnson 1999;Shaffer et al, 2004). Even in the early days of computing when all computing was done on mainframes, a first space war game created by Steve Russell at MIT in 1962 allowed the user to control a spaceship in a world where gravitational forces shaped the strategy for destroying adversaries.…”
Section: Gamesmentioning
confidence: 99%
“…Many of these educational VR applications aimed to teach abstract concepts (in physics, mathematics, environmental science, etc) [6,17,18]. Some addressed the general knowledge acquisition and concept formation by experiencing in a first person point of view [2,9]. Some were based on a collaborative virtual environment where students learned materials while interacting with other students or teachers [8,10].…”
Section: Introductionmentioning
confidence: 99%