The daily timetable was organized around activities such as computer graphics, electronic music, and VR itself. The end goal, however, was to build a virtual world. Pupils worked in small groups on the process of world-building and were encouraged to work as teams. (Schroeder, 1996, p. 70)
The technology for this system consisted of both the developmental tools, the PCs and special plug in technology and an immersive system, not afforded to all program trials but very useful here, as can be seen by the outcomes and the engaged student body of the program.
The equipment for building worlds was Swivel 3-D software (see Kalawsky 1993:211-212), and the immersive system consisted of a VPL system with a glove or hand-held 3-D mouse (see Figure 4.1). 3
Several features of this project deserve to be highlighted. One is that the process of learning how to build virtual worlds was achieved in a relatively short time. Pupils put together their worlds in less than a week. They were given an "allowance" of polygons and within this limit could build any world they liked. A sense of the kinds of worlds pupils built can be gleaned from the names they chose, such as Moon Colony, Mid-evil [i.e., medieval] Spacestation, and Neighborhood. When I had an opportunity to fly through some of these worlds in the lab, they appeared imaginative and contained many outlandish features. (Schroeder, 1996, p. 70)
In another student driven program discussed itn the 1996 book there is and example of a program developed without the use of an immersive technology system. Yet, the program still garnered a large amount of success and the student driven outcomes were just as impressive, though much more applicable to educational curriculum, probably as a result of the school-based rather than experimental-based system being used for the experiment.
A two desktop VR systems: the Virtus Walkthrough software to run on an Apple Macintosh computer and the Dimension Superscape Toolkit (the firm Dimension has since become Superscape), which runs on a customized personal computer supplied by Dimension and includes a spaceball as an input device (see Figure 4.2). 4
Both suppliers, especially Dimension, supported the project with staff and expertise, and have, in turn, been rewarded with considerable publicity from the project.
It needs to be emphasized that both VR systems in this case were of the desktop type, using a desktop personal computer with a mouse or a spaceball input device. (Schroeder, 1996, p. 72)
It is also noted by the author that the desktop systems did not impeded the use of VR as a developmental tool and did not alter student or instructor's perception of the program as a success, regardless of the inability to apply their work to immersive technology. The applications, or outcomes of the programs developed into technical and trade oriented training devises consisting of art and design programs and even a safety application for training future factory workers with lifelike precision how to avoid injury in a moving factory setting.
West Denton also has a number of pupils pursuing postsecondary diploma courses (Business and Technical Education Council Certificate or BTEC) in art and design. These pupils made up a large proportion of those using the VR systems. (Schroeder, 1996, p. 73) VR was intended for use in several areas of the curriculum -- language, for which a French virtual city was developed, and art and design, for which students created a virtual sculpture gallery. Yet the main project to reach completion in the summer of 1992 was the Dangerous Workplace world, a factory with moving machinery and forklifts. This world was built in collaboration with NEI Parsons, the sponsoring engineering firm, and was created particularly with a view to learning about safety at work. The collaboration involved pupils visiting the firm's factory to get a sense of the relation between the virtual world and the model on which it was based. NEI Parsons employees, in turn, were able to visit the school and work to help design the "factory."
(Schroeder, 1996, p. 74)
Video Games and Learning Technology
The third application shows the potential of the use of VR for alternative learning, for students with challenges beyond the standard student. The final application is demonstrative of how VR can be used to help developmentally challenged students overcome difficulty and even excel at communication, they might never have been afforded in a traditional model of teaching.
The Shepherd School employs the Makaton system of alternative communication, authored by Margaret Walker (1987), which is the standard system...
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